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General Tabletop Discussion
*Pathfinder & Starfinder
Have they tackled Anti-Magic yet?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4911384" data-attributes="member: 710"><p>There are different takes, none of the perfect:</p><p>A few things to ask yourself:</p><p>1) Do I really just want to suppress one power source?</p><p>2) Do I want to supress anything at all? "Anti" could also mean that it hurts. Only "Null Magic" or "Dead Magic" might require actually suppressing anything.</p><p></p><p>Antimagic Zone: </p><p>Variant A)- Any creature using an encounter or daily power in this zone is subject to a attack X vs Will. On a hit, the target takes 2d6 damage and is dazed until the end of its next turn.</p><p>Variant B) A character in this zone cannot use encounter or daily attack powers.</p><p>Variant C) Any ritual performed in this zone automatically fails, and magic item properties and powers do not work.</p><p></p><p>Anti-Magic zone mostly exist because magic is a very powerful tool that can wreck a lot of things. But in 4E, this is not true for "normal" powers. They are just part of a typical characters repertoire. There is little reason to restrict access to powers from just one source. Rituals, on the other hand, can provide powerful effects -they don't kill anyone, but teleporting, scrying and similar things are stuff that you might not want in an area protected by antimagic zones. </p><p></p><p>A further take might be to just make an Anti-Magic zone deactivate powers of one power source, but allow a skill challenge to penetrate the zone and use powers normally.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4911384, member: 710"] There are different takes, none of the perfect: A few things to ask yourself: 1) Do I really just want to suppress one power source? 2) Do I want to supress anything at all? "Anti" could also mean that it hurts. Only "Null Magic" or "Dead Magic" might require actually suppressing anything. Antimagic Zone: Variant A)- Any creature using an encounter or daily power in this zone is subject to a attack X vs Will. On a hit, the target takes 2d6 damage and is dazed until the end of its next turn. Variant B) A character in this zone cannot use encounter or daily attack powers. Variant C) Any ritual performed in this zone automatically fails, and magic item properties and powers do not work. Anti-Magic zone mostly exist because magic is a very powerful tool that can wreck a lot of things. But in 4E, this is not true for "normal" powers. They are just part of a typical characters repertoire. There is little reason to restrict access to powers from just one source. Rituals, on the other hand, can provide powerful effects -they don't kill anyone, but teleporting, scrying and similar things are stuff that you might not want in an area protected by antimagic zones. A further take might be to just make an Anti-Magic zone deactivate powers of one power source, but allow a skill challenge to penetrate the zone and use powers normally. [/QUOTE]
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Have they tackled Anti-Magic yet?
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