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Another Immortals Handbook thread
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<blockquote data-quote="Fieari" data-source="post: 2683411" data-attributes="member: 16221"><p>I don't like the division based antimagic rules. It's a buff to non-epic characters for one thing, which I tend to like to avoid whenever possible. I mean, a lower level wizard in an AMF with these rules could still potentially cast spells, which seems... wrong to me. One thing I've liked about most of the other changes you've made to the system is that it meshes with the current rules as far as lower level gaming goes, but balances it at higher levels. This completely reworks the concept at lower levels. At lower levels, sometimes you just shouldn't have certain options available to you. Like fighting a beholder. At lower levels, the AM Cone really makes for interesting tactical decisions. If that cone still allowed some (diminished) spell casting, it wouldn't be nearly as interesting.</p><p></p><p>I'm not sure why you think halving power is less of an "absolute" than the alternatives.</p><p></p><p>The two alternative systems seem to be either flat lowering the caster level of someone trying to cast there, or requiring an SR check to cast. As I see it, the main benefit of lowering CL is that for those that can cast, they're at least weaker, which means that antimagic areas always mean <em>something</em>, and are never pointless. The main benefit of the SR check is that there's an element of chance involved, which can make things interesting.</p><p></p><p>I wonder if there's a way to combine the two. Perhaps layered SR DCs? Such as, for example, to cast at 50%, you'd have to pass a CL check at DC 40. To cast at 75%, DC 50. And to cast without penalty, DC 60. I don't see this as an absolute, it doesn't step on the toes of non-epic gaming, it has a gradient where just barely overcomming a DC still has an effect on casting, and there's a point where immensly powerful casters can just ignore it.</p><p></p><p>I do like the idea of mega-casting areas though. That could be interesting indeed.</p></blockquote><p></p>
[QUOTE="Fieari, post: 2683411, member: 16221"] I don't like the division based antimagic rules. It's a buff to non-epic characters for one thing, which I tend to like to avoid whenever possible. I mean, a lower level wizard in an AMF with these rules could still potentially cast spells, which seems... wrong to me. One thing I've liked about most of the other changes you've made to the system is that it meshes with the current rules as far as lower level gaming goes, but balances it at higher levels. This completely reworks the concept at lower levels. At lower levels, sometimes you just shouldn't have certain options available to you. Like fighting a beholder. At lower levels, the AM Cone really makes for interesting tactical decisions. If that cone still allowed some (diminished) spell casting, it wouldn't be nearly as interesting. I'm not sure why you think halving power is less of an "absolute" than the alternatives. The two alternative systems seem to be either flat lowering the caster level of someone trying to cast there, or requiring an SR check to cast. As I see it, the main benefit of lowering CL is that for those that can cast, they're at least weaker, which means that antimagic areas always mean [i]something[/i], and are never pointless. The main benefit of the SR check is that there's an element of chance involved, which can make things interesting. I wonder if there's a way to combine the two. Perhaps layered SR DCs? Such as, for example, to cast at 50%, you'd have to pass a CL check at DC 40. To cast at 75%, DC 50. And to cast without penalty, DC 60. I don't see this as an absolute, it doesn't step on the toes of non-epic gaming, it has a gradient where just barely overcomming a DC still has an effect on casting, and there's a point where immensly powerful casters can just ignore it. I do like the idea of mega-casting areas though. That could be interesting indeed. [/QUOTE]
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