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*Pathfinder & Starfinder
Have they tackled Anti-Magic yet?
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<blockquote data-quote="Eric Finley" data-source="post: 4911875" data-attributes="member: 83401"><p>Honestly, if you want that feel, then offer the users of _____ an inherent boost, and then scatter downsides in the RP and in various counters belonging to assorted NPCs (and PCs!).</p><p></p><p>My inclination would be to affect the Implement keyword, rather than a given power source. That's your closest easy way to designate "magic" stuff. You may need to make some individual calls (Swordmage powers all count as magic even with the Weapon keyword, etc), but that's a good guideline right there.</p><p></p><p>So, if you're targeting the Implement keyword, come up with some across-the-board benefits to those powers. Or some disadvantages to Weapon keyword powers instead (and the occasional compensating equivalent, like the +2 to hit in Dragon Breath or Shield Bash). Offhand, try this: Proficiency bonuses are eliminated. Weapons which currently have a +3 prof bonus instead gain the keyword "Accurate" which gives them a +1 to attack if you're proficient with it (much like the inverse of "Defensive"). A nonproficiency penalty of -2 is reintroduced to the game. In addition, saving throws require an 8+ to save versus a "mundane" effect and a 12+ to save versus a "magic" effect (once again defined primarily by the presence of the Implement keyword).</p><p></p><p>Then, to make up for it, go ahead and design lots of nasty anti-magic effects - magic attacks cannot benefit from CA against this class of monsters, magic attacks are weakened or suffer a -3 to attack while within this warding, this solo gets an additional +5 to saves vs. magic, another one becomes enraged when damaged by magic, a third one has resist 5 magic. Try to tune the mechanical effects such that it becomes a swing thing - sometimes it's better to toe the line, sometimes nothing's stopping you from hucking all the Scorching Bursts your little heart can desire. And then layer the RP element on top of that - life is perhaps more <em>interesting</em> for a magic using character, and certainly riskier, but that's all RP - the more the better.</p></blockquote><p></p>
[QUOTE="Eric Finley, post: 4911875, member: 83401"] Honestly, if you want that feel, then offer the users of _____ an inherent boost, and then scatter downsides in the RP and in various counters belonging to assorted NPCs (and PCs!). My inclination would be to affect the Implement keyword, rather than a given power source. That's your closest easy way to designate "magic" stuff. You may need to make some individual calls (Swordmage powers all count as magic even with the Weapon keyword, etc), but that's a good guideline right there. So, if you're targeting the Implement keyword, come up with some across-the-board benefits to those powers. Or some disadvantages to Weapon keyword powers instead (and the occasional compensating equivalent, like the +2 to hit in Dragon Breath or Shield Bash). Offhand, try this: Proficiency bonuses are eliminated. Weapons which currently have a +3 prof bonus instead gain the keyword "Accurate" which gives them a +1 to attack if you're proficient with it (much like the inverse of "Defensive"). A nonproficiency penalty of -2 is reintroduced to the game. In addition, saving throws require an 8+ to save versus a "mundane" effect and a 12+ to save versus a "magic" effect (once again defined primarily by the presence of the Implement keyword). Then, to make up for it, go ahead and design lots of nasty anti-magic effects - magic attacks cannot benefit from CA against this class of monsters, magic attacks are weakened or suffer a -3 to attack while within this warding, this solo gets an additional +5 to saves vs. magic, another one becomes enraged when damaged by magic, a third one has resist 5 magic. Try to tune the mechanical effects such that it becomes a swing thing - sometimes it's better to toe the line, sometimes nothing's stopping you from hucking all the Scorching Bursts your little heart can desire. And then layer the RP element on top of that - life is perhaps more [i]interesting[/i] for a magic using character, and certainly riskier, but that's all RP - the more the better. [/QUOTE]
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Have they tackled Anti-Magic yet?
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