February 01, 2005

Resistance Tests

I'm thinking that to resist a spell you'll generally roll Stat + Stat + 2d10 vs 15. On a success, you take partial effect. On a critical success, you resist it completely.

However, your roll is penalized by how many points your opponent made their casting check by. So if they hit you with a Minor spell (diff 15) and roll a 19, you'll have to make a resistance roll at -4. So, the more powerful the spell that a mage chooses to cast, the easier it is to resist... but the more potent the effect it'll have if it works.

It'll probably take a bit of playtesting to see if 15 is a reasonable base difficulty to resist magic.

On the upside (for mages, anyway), the "partial effect" of a more potent spell might be just two levels reduced... so a Trivial or Minor spell that gets resisted goes away. A Major spell that gets resisted has a Trivial effect. A Legendary spell that gets resisted has a Major effect... and if you completely resist it, it might still inflict a Trivial effect.

In fact, we could say that for every full 5 points you make your resistance check by, the spell drops another step, dunno. It might be a pain to come up with reduced effects for all spells, though. Also, we might give a +1 or +2 casting bonus for resisted spells that don't have a partial effect... or give an extra penalty to that resistance roll (that would probably be better).

Posted by Kiz at February 1, 2005 09:18 PM
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