Upper_Krust said:As I see it though, the fixed (level based) approach is simply another form of absolute.
If your party of epic characters are fighting a lesser deity who employs anti-magic you are still faced with exactly the same problems inherant within core anti-magic. Basically this on/off switch is going to reduce characters by 1/3 power or greater - that is one heck of a situational modifier.
Well, consider the "immune to fire" special quality. Suppose for a particular creature this immunity is replaced with fire resistance 60. That's a lot. Enough to absorb a maximized fireball without breaking a sweat. A party of 10th level adventurers wouldn't notice the difference between fire resistance 60 and immunity to fire. An epic level party using empowered maximized meteor swarms would notice the difference; the resistant creature takes fire damage, but the immune creature wouldn't.
What you propose, analogously to replacing elemental immunity with elemental resistance, is to replace antimagic with reduced magic. I think the analogy should be tighter. Just as low level adventurers won't distinguish between elemental immunity and really high elemental resistance, so should they be unable to distinguish between the complete absence of magic and greatly reduced magic. But high level (epic) characters should be able to distinguish very nicely between elemental resistance and immunity; they should be able to notice that while their magic is greatly reduced, it is not totally negated.
As for how to match up divine antimagic with parties... well, why not give antimagic an absolute ceiling. It can never be higher than SR 40, say. Against parties with casters (and items) in the 30+ level range it is a hindrance rapidly fading to an annoyance, but higher level parties ignore it entirely. Against these parties you have to use reduced magic, which functions as you propose; reducing bonuses by a factor of 2, 3 or even more.
Antimagic would be like creature SR in this respect, or very high DR. Against a certain level of characters it is an absolute barrier. Against higher level characters it is an annoyance, and against even higher level characters it is hardly noticed.
Alternatively, instead of an absolute cap on antimagic, make the SR grow very, very slowly with respect to level. A creature that produces an antimagic field produces a field with a SR of 40 or 1/4 their CR, whichever is higher. This rule might be employed for planes with strongly antimagical properties. A prison plane can be assigned a CR (and thus an SR) commensurate with the highest level creature whose magic it can hold. Make it so the antimagic is absolute only against characters who would be overwhelmed anyways. 40th level adventurers should have a very, very hard time against a CR 240 opponent; one way to simulate that is to make that opponent generate an antimagic field with a SR of 60.
Last edited: