View Full Version : Translating Magic Resistance
Sicktabou
May 20th, '04, 10:35 AM
I guys,
I am adapting the Planescape world to hero for my next campaign and I was wondering if any of you had a great idea on how to make 'magic resistance'?
My first idea was simply a multipower with mental defense and power defense (only vs Magic), but this leaves a lot of things out (like entangle). Then, I decided to add some +DCV vs Magical attack in the multipower. Still, it does not feel right.
I also though to do a VPP only to create defenses vs Magical Attacks, but to have it as a 0 phase action change + no skill roll makes it VERY costly.
Any suggestions?
sbarron
May 20th, '04, 11:24 AM
I have done it as damage reduction vs magic. Costs the same as regular damage reduction. Since not all attacks do damage, you just have to do the math on things like flash, drain, etc. Fortunately, since you buy it in 25%, 50%, and 75% increments, that's not too hard.
Greatwyrm
May 20th, '04, 11:34 AM
Could you do something like this as an Always On Dispel with No Range? Basically it only dispells the effect it would have on you if it affected multiple targets. Powerful spells would still be more likely to get through, while weaker ones would be easier to ignore.
Sicktabou
May 20th, '04, 11:59 AM
Mmmm...Dispel would need to have the Damage Shield advantage and then would cost a little too much. To stop a 60 AP spell, one would need 20D of dispel to have 50% of stopping the effect. A bit expensive...
Sicktabou
May 20th, '04, 12:20 PM
Mmmm...would the following make sens?
Magic Resistance: Desolidification, 0 END, inherent, Activation roll (depending on lvl) and Only versus Magic (-1/2)
See any flaw with this option? How could I make it so spell don,t go through target, but simply vanish?
SirViss
May 20th, '04, 12:24 PM
I just thought of this:
If your campaign mages have "Requires A Skill Roll" (RSR) for all their spells, creatures could have a "Skill Penalty" that would be applied whenever your cast a spell at them.
How this could be done rules-wise, I haven't given much thought. Probably would have GM-fiat it for the campaign, or add a limitation to some spells: "Affected by Magic Resistance".
If the idea has some merit, I am sure that a few people with more imagination will add to the idea. :D
Sicktabou
May 20th, '04, 12:25 PM
Very nice suggestion!
I'll check it out!
SCUBA Hero
May 20th, '04, 12:39 PM
Another suggestions: use Suppress instead of Dispell.
Or possibly, high enough levels of Dispell plus an Activation Roll. . .
(don't remember the mechanics on how Magic Resistance operates)
In converting Rune Quest Spirit Magic, I made the spells that used the POW vs. POW table as Opposed Skill Rolls.
Sicktabou
May 20th, '04, 12:42 PM
Mmmm...maybe I can build something with Change Environment.
Change Environment w/ 0 END, Persistent, Reduced Range (self-only, not the whole HEX), Only vs magical skills for spells on self.
Looks better?
Outsider
May 20th, '04, 12:47 PM
I'd go with the Damage Reduction method sbarron mentions. As I recall, though, Magic Resistance is and all or nothing affair. If it works, the magic doesnt, and if it doesnt, then the magic suffers no ill effects. There are no partial resists.
So instead of having it reduce a given magical effect by some percentage (as per normal HERO system Damage Reduction rules) have it either completely block the magic or not reduce it at all, based on an activation roll.
25% Damage Reduction = 100% reduction on an 8- (about 25% of the time)
50% Damage Reduction = 100% reduction on a 10- (50% of the time exactly)
75% Damage Reduction = 100% reduction on a 12- (about 75% of the time)
One thing to consider about this, though, is that it really reduces the value of DR at high levels. Mathematically, the character is in the same boat over time, stunwise, but in my experience a huge advantage of DR at high levels is that it makes the character posessing it largely immune to "lucky shots". Putting it on the activation roll means the character is again vulnerable. Of course, if the character is particularly lucky, instead of unlucky, he can go on far longer with all or nothing DR than with the more normal kind.
If you want to extend the chart to other percentages, (like, say, someone has 5% Magic Resistance)
3d6 results expressed as percentage chances (rounded to the nearest half percent)
_3 or less = __1/216 = __0.5%
_4 or less = __4/216 = __2.0%
_5 or less = _10/216 = __4.5%
_6 or less = _20/216 = __9.5%
_7 or less = _35/216 = _16.0%
_8 or less = _56/216 = _26.0%
_9 or less = _81/216 = _37.5%
10 or less = 108/216 = _50.0%
11 or less = 135/216 = _62.5%
12 or less = 160/216 = _74.0%
13 or less = 181/216 = _84.0%
14 or less = 196/216 = _90.5%
15 or less = 206/216 = _95.5%
16 or less = 212/216 = _98.0%
17 or less = 215/216 = _99.5%
18 or less = 216/216 = 100%
What different levels should cost is up to you.
Snarf
May 20th, '04, 12:47 PM
I think the simplest thing to do is to create a new power called spell resistance, based on the price of buying the other kinds of defense with the Spells Only limitation.
splooger
May 20th, '04, 02:25 PM
I'll be getting FH in the mail shortly. I'm surprised the book doesn't cover magic resistance.
LordGhee
May 20th, '04, 02:43 PM
Sir,
I think it was on killershrikes site that converted D&D3rd ed to Hero! that an over all limitation was given to all magic which resulted in a "saving roll" or "activation roll" .
hope this helps - killer"s work is a great help.
Lord Ghee
Killer Shrike
May 20th, '04, 03:23 PM
My version uses a Custom Talent Magic Resistance which gives an 11- roll vs Magic for 10 points, +1/2pts.
Spells designed with an Opposed RSR: Magic Skill Roll vs Magic Resistance (which isnt mandatory) force the caster to roll off against targets with the Magic Resistance Talent. If the Magic Resistant target equals or beats their skill roll they personally are not affected (but others might be in the case of an AoE or similar case).
Also, on that front, Steve Long published an "Evasion" system of Lims in a HEROGlyphs article a few months ago, and Heirax has a modified version of that system that he did up which cover the classic "Saving Throw" trope.
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