Resists??

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Ug
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Post by Ug »

Depends on the system. In the system Steve and I are used to, a 15 Magic Sleep Poison could be resisted by a Resist Magic OR a Resist Sleep OR a Resist Poison OR a Resist Damage. ie: Better to have short effects than long in some systems.
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Nelkie
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Post by Nelkie »

A stun strike and nerve pinch is not sleep effect and can not be resisted by a resist sleep. It falls under the nerve pinch rulling in the book. The call must have sleep in it to resist it.

The prgression of sleep type effects and how to resist them.
Nerve Pinch or Stun Strike - Wear the proper armor and you are immune
Touch of death - touching crush effct resisted by a resit sleep
Empath sleep - crush packet driven magic sleep which is resisted by sleep or magic.

Each attack has a counter. The easier to deliever the attck, the easier is it to defend angainst it.

Steve (Eli). I'm with you that the emapth special abilities should not be considered magic effects. You must do a 30 count to use a fear attack and you must spend a life point and cannot move to cast a sleep effect. I think the magic call on top of everything else is an over kill.

Ok Ka the mighty should have 16 life.
1 from privleaged
2 form being a cow
1 from knight
7 from level 10 warrior
1 from level 20
3 from empath
1 for being level 40
total is 16 life not 17.
My bad I told eric it was 17 when he posted

The most life possible is a savage/Warrior
3 from savage
2 from being a cow
9 from being a level 40 warrior
3 from emapth
total: 17 life
My Thoughts

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Post by Dallid »

I kinda like the system the way it is. People generally just have one of a particular resist ready, if any at all. Thus a warrior can typically withstand one hit, then kill the mage - allowing a warrior to triumph over a mage in a one-on-one battle. A protected mage, on the other hand, becomes deadly artillary.

And that allows a mage hunter to be the antithesis of any magey fellow - reducing basically anything an arcane empath can throw at him to 1 point of damage with his Resist Magics.
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Post by Donmayo »

one dicipline should not totally negate a path. sure another discipline, but not a whole path.

as for eric, he did a plot too. but Its not my character and he can post what he recieved for plots on his own.
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Post by Dallid »

An Empath does more than just cast offensive magics, so a witch hunter doesn't counter the entire path. A witch hunter is merely resistant to attacks from that path.
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Post by Eli »

Uh.. me lookin at book and the only other thing that an empath can do is transfer life and sence magic

IF... fear, sleep, both get "magic" attached to their call, RESIST MAGIC is WAY TO POWERFUL!
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Post by Kidwynn »

K..why is everyone going nuts about the resists in the game??

Only a few people have all this stuff up so it is not like the vast majority do.
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Post by Wyrmwrath »

Thanks Steve,
I figured it was a math error or a matter of him having a resist or such, hope it wasnt taken as me calling him a cheater or any sillyness of that sort. I thought I might be missing a rule... somehwere... maybee.

Brad(Ug),
You need a slap with a silly stick! Of cource the other system you are used to lets resists fly that way, its CARPS...the game FH spawned from, ya nut!
As to your example, in several systems a sleep poision can be resisted by resist sleep OR resist poision. Never heard a magic poision call before, sounds odd. However in the example I used: 3 magical vorpal, 2 poision, sleep...the attack does 3 magic damage AND 2 poision AND a sleep effect. Thats why I said all three aspects would have to be nullified with a resist. I agree the example from your last post should be nullified by any of the three resists you mentioned.
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.02 Cents

Post by Lambic »

Here is what I think (I'm coming back as an advanced sage so this is important to me):
  • I think that there should be a resist damage but it should be capped, thus it could stop say 10 damage but not magic damage. So it would'nt make the archers completely negated, they can always make it magic, but it would but something in the game for them to worry about, also at least some of backstab could get through that.

    I think resist magic should work against only magic calls with numbers, not effects like sleep, fear, and root. Maybe put a damage cap on this too. 30 booms are a master level ability and defiance is an advanced, maybe 15 therefore some people would still be standing from a 30 boom and it would resist archers and witchhunter/rogues.

    Resist sleep should work against magic sleep or sleep if that is the call, if the call is something else and the effect is the same then its something else. Fear and root should also work this way. Sleep, fear or root should supercede the magic part of the call.

    Resist Poison and Disease are different calls and thus are different resists.
I'm pretty sure that I heard someone complain that alchemist would be too powerful if there potion weren't resistable or something and I want to add that Alchemist are not too powerful even with that. We don't spend 60 seconds doing something we spend 24 hours doing it. Yeah we can walk around and do stuff but we are extremely limited at what we can accomplish in one session. How many times can someone else walk around, stop & count, walk around, stop & count etc. in those same 24 hours? [I know this isn't exactly the place to bring this up, sorry I am venting.] Sage/Alchemist is the character I came up with and it's what I want to play it doesn't mean I think its perfect.
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Post by dier_cire »

The problem with all this is the fact that every call has a special way in how it handles resists. This is very bad. Every time you add the word except, you make the game more complex and this is the last thing this system needs. It's already too complex as quite a bit of info is incorrect or missing.

Easiest way to deal with resists is if it's a resist 'blah', if the call has 'blah' in it, then it's resistable. Ie resist magic counters any call with the word magic (damaging or otherwise) or resist sleep counters anything with the word sleep in it (magic or otherwise). Alchemy is resistable via appropriate resists (and resist poison might be nice if most non-damaging alchemy was poison, ie sleep poison as a call). If resist damage must be a resist (though I think it's a very bad idea) then it should resist any damaging effect, magic or otherwise. Keep it simple.

Once this is complete all you have to do is change the calls you want more powerful to have a shorter call, thus making them less resistable. Make the empath abilities non magical other than the boom, or make them like the archer and give them the choice.
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Post by Lao »

Brian:

Totally agree with you that a Sage should not have the Life points to take a 9 vorpal arrow and survive. I was just looking to see if I had overlooked something regarding a possible resist, or a possible life point boost.

I have now discovered that so far everyone who has done the math has left out a life point boost that is available. The sage can grant +1 LP with their basic ability. So Ka can get to 17 life if you figure that in (but still cant take 2x9 vorpal arrows).

Question:
If an archer shoots me with a 9 vorpal magic arrow, can I use a resist magic on it? In my mind the answer has always been no I cant because even if I resist the magic...well an arrow still just hit me for 9 pts of damage. If resist magic is able to stop the arrow, then I have the answer I need on how to resist friendly fire next time I get shot by the guy im trying to defend from the giant skeleton.

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Post by Ug »

It can make sense to resist a magic arrow with a resist magic.

(ie: imagine him pulling the bowstring back, and the arrow begins to glow blue, then eventually turns into a solid beacon of light, he shoots the light at you, and it simply dissipates around your being.)
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Post by WayneO42 »

Good response Brad. Thats how I see it.
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Post by Kidwynn »

Can't believe I'm doing this...

I would think you could resist the magic part of the arrow but not the vorpal.
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Post by WayneO42 »

Anything call with the Word "Magic" in it is a purely magical attack
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