From: Reynold Schirmer (rschirme@digi.lonestar.org)
Date: Tue 01 Jan 1991 - 09:56:33 EET
>When a critical attack is rolled, does magic armor-type spells still count?
>(i.e. Protection)
We use RQIII and had the same question about this critical hits and
The house rules that govern this at our game is that Dammage Resistance
sorcery. In RQ III the rules state that a critical hit will bypass all
magical and normal protection (i.e.. spirit magic protection spell), but
under the sorcerer description of damage resistance it states that it
will stop all dammage. This sounds contradictory. Also what about Acid
dammage? Cold? Heat? Will magical protection protect against
non-impact related dammage?
will still function as normal for a critical hit (i.e. roll vs.
resistance to get through) but the Dammage Resistance spell will then be
disabled (needing to be re-cast.) Dammage resistance does not protect
against non-impact related dammage (Acid, fire, cold, etc...) Criticals
will go though all spirit magic and divine magic protection, but these
protection spells will protect against non-impact related damage. The
rational behind this is that the spirit & divine spells are more of a
protection against physical harm (the gods or spirits preventing you
from getting harmed) while the sorcery spell is more like a 'force
field' that prevent a physical blow from landing, but do not prevent
acid from landing on the skin or keep fire or cold away. This rule
seems to work rather well for us.
I would be interested in hearing other peoples way of dealing whith
>Shouldn't a head shot, even if it didn't penetrate armor, still have a
this.
>chance to at least stun the target? (i.e. damage vs head hit points in
>resistance roll, if successful the stunned one round; special=stunned
>2 rounds; critical=unconscious)
I like this idea. I will suggest it to our group and we will most
likely start using it!
>Instead of rolling spirit combat each time someone wants to learn a
>new spirit spell, how about an abstracted system? Currently I'm using
>POW*5 to learn the spell.
It depends if you want to role play the learning of the spell. If you
just want to learn it and forget the RP aspect, then I see nothing wrong
with using this rule.
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Now some of my questions:
1. Silly question: If I have Countermagic cast on myself, can someone
else cast a Heal Spell on me without having to go through the
Countermagic ?
2. Most offensive sorcery spells require that their intensity overcome
the MP of the target. There are some spells, such as shapechange, that
the target could want to be cast on themselves. i.e. shapechange into
an elf to get past an elven guard. Does this spell require the same
resistance roll? Maybe a modified resistance roll?
[Shapechange was discussed in an earlier Digest. A rule of 1 point of
intensity per point of size of the target was suggested for a voluntary
shapechange. If you would like, I can send you the appropriate issues.
-Ed]
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