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Another Immortals Handbook thread
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<blockquote data-quote="Upper_Krust" data-source="post: 2499444" data-attributes="member: 326"><p>Hi Kerrick mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>But both dispel magic and greater dispelling have set totals, I think that was the point.</p><p></p><p></p><p></p><p>Thats a neat way of putting it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>That would be along the same lines as my dead magic idea.</p><p></p><p></p><p></p><p>I think the problem lies in having low saves at all.</p><p></p><p></p><p></p><p>That seems okay, I am just not sure if its necessary.</p><p></p><p></p><p></p><p>At epic level, attacks are generally meant to hit, but at the same time damage totals will be proportionally less when compared to hit point totals....although when I introduce metamartial feats it will make all those misgivings obsolete anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>By the way, something of particular interest to yourself, I have been tinkering about with my magic system and I may be looking for a playtester for that in a few weeks. As far as I can tell, the core of the system and the application of dimensional magic is perfect, I'm just not sure if the implementation of my recent damage changes is balanced in the sense that spell damage starts to eclipse the paralleled accruement of hit points at about 45th-level and rise exponentially, so by the time you are capable of blowing up a planet (approx. 100th-level when min/maxed) you will almost certainly be able to kill any opponent whose spell resistance you penetrate with a single spell...which is a fairly narrow band. </p><p></p><p>My solution to this (work in progress) is to turn spell resistance into a sort of spell dampening/anti-magic type of spell-level DR.</p><p></p><p>eg. Divide SR by 5 to gauge how many levels of anti-magic you apply to a spell effect.</p><p></p><p>Or something like that. Anyway, the idea still needs some work.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2499444, member: 326"] Hi Kerrick mate! :) But both dispel magic and greater dispelling have set totals, I think that was the point. Thats a neat way of putting it. :) That would be along the same lines as my dead magic idea. I think the problem lies in having low saves at all. That seems okay, I am just not sure if its necessary. At epic level, attacks are generally meant to hit, but at the same time damage totals will be proportionally less when compared to hit point totals....although when I introduce metamartial feats it will make all those misgivings obsolete anyway. ;) By the way, something of particular interest to yourself, I have been tinkering about with my magic system and I may be looking for a playtester for that in a few weeks. As far as I can tell, the core of the system and the application of dimensional magic is perfect, I'm just not sure if the implementation of my recent damage changes is balanced in the sense that spell damage starts to eclipse the paralleled accruement of hit points at about 45th-level and rise exponentially, so by the time you are capable of blowing up a planet (approx. 100th-level when min/maxed) you will almost certainly be able to kill any opponent whose spell resistance you penetrate with a single spell...which is a fairly narrow band. My solution to this (work in progress) is to turn spell resistance into a sort of spell dampening/anti-magic type of spell-level DR. eg. Divide SR by 5 to gauge how many levels of anti-magic you apply to a spell effect. Or something like that. Anyway, the idea still needs some work. [/QUOTE]
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