>Wulf responded to me
>
>> > 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.
>
>Augment is an exception. Healing isn't IMO (except that it's often
>just an AP loan). There may be various bonuses applied, but I still
>consider 14 to be the "background resistance" of the universe.
Unfortunately, despite Jeff's clarification, this still confuses me. What would be the resistance of the following:
That should clear my head :)
Wulf
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