Re: magical vs.mundane resistance

From: bethexton_at_...
Date: Tue, 24 Feb 2004 21:15:46 -0000

I don't think that is the case, exactly.

When magic is specific, it only sees a resistance of 14 to do exactly that thing. So "run like the wind" has a 14 to run in the same direction, at the same speed, as the current wind.

When magic is used in situations where it doesn't match up so well, the resistance is not 14. "run like the wind" to go against today's winds, or to run like a wind lord, would face something greater than a 14.

I think it is fine to have items with vague names, but their abilities have to be more precise. So your 'boots of hermes' may have "run fast", and while that is a magical ability, it pretty much functions like any other 'run fast' ability.

As a general rule, the more exceptional the magic, the more narrow it should be. So "mile javelin throw" let's you throw an amazing distance, but only works well when throwing pretty close to a mile.

Also, most magic items should not have abilities at the level of cult secrets.

I think boots that let you overcome any distance with a target of 14 would be way too powerful. If the ability seemed to imply that, I'd call it 'pompous magic' and limit it more reasonably.

Finally, magic works 'here, now, on this' I don't think that would cover running all day, or for days on end. I'd probably put in duration or range modifiers in an attempt to use magic this way.

--Bryan

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