Resisting Magic

From: Michael Schwartz <mschwartz_at_...>
Date: Thu, 2 Nov 2000 06:44:19 -0500


Graham Robinson wrote:

>After one session with magic being lobbed about, most of my
>players spent some hero points on a "resist magic" skill. I
>pointed out that it would start lower than the default. They
>said "yes, but we can increase it soon."

Except heroes can resist magic with any suitable affinity, spirit might, grimoire or refute ability they possess. If it makes sense to you, the gamemaster, it can be used. For example, David's aforementioned Grazer Warrior could invoke his Bravery spirit, or perhaps even his Tradition Lore or Spirit Combat abilities to resist the effects of hostile magic. Feel free to hand out improvisational penalties if you feel someone is stretching the bounds of his or her abilities, but there really is no need for a Resist Magic ability when the heroes already possess a number of abilities which can be used to that effect.

Hell, I'll permit heroes to resist magic with mundane abilities like personality traits... Brave to resist a Fear spell, Clear-headed to resist a Befuddle, Remain Awake On Watch to resist a Sleep, etc. And that doesn't broach the possibilities when improv modifiers are considered: Clear-headed could be used to resist Fear or Sleep but perhaps not as well as Brave or Remain Awake On Watch, respectively, so it gets a -5 or so. Don't feel you have to have an ability which covers every last little thing, unless you really want that degree of detail. You can assume the heroes have a broad range of knowledge within each ability.



Michael Schwartz mschwartz_at_... Ann Arbor, MI USA

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