> Thom
>
> > I think I misunderstood this. I never (so far) use default 14 for
magic
> > resistance. I'd use the best appropriate ability or 6 if none
were present.
>
> The resistance to magic should always be at least 14, whether this
is
> in the player's favor (he's defending) or not (he's trying to work
> magic). See p.171.
Presumably there are specific exceptions, like Augments, Healing
Wounds, etc. Personally I'd also apply specific flaws (like a
Trollkin's vulnerability to light magic) as well.
Wulf