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How to do Counterspelling?
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<blockquote data-quote="RangerWickett" data-source="post: 5519593" data-attributes="member: 63"><p>Option 1. Require all monster design to use the 'implement' keyword for spells. (I think this is a bad way to do it.)</p><p></p><p> </p><p>Option 2. Make powers that can interrupt any action, and flavor them as a suite of responses, not just a 'counterspell.' </p><p></p><p>So a PC based on a WotBS inquisitor, for instance, might have an "Inquisitor's Rebuke" power. Immediate interrupt, attack roll, on a hit it does mild damage and causes an opponent's power to deal no damage and have no effect (but doesn't negate any movement), but causes the PC to skip his next standard action. </p><p></p><p>When used against a monster who is fluffed as 'casting spells,' this represents the inquisitor snuffing his opponent's magic. It's sorta similar when used against a fire-breathing dragon or a mind flayer's psionics. When used against a physical threat like a pouncing jaguar, it represents him slashing with an unholy claw, inflicting an instant of stunning pain which ruins the critter's attack.</p><p></p><p>Heck, if you want to try something novel, combine it with a mark effect to make the inquisitor an arcane defender. The inquisitor PC can mark an enemy as a minor action, and that -2 penalty on attacks that target anyone other than the inquisitor represent a variety of minor counterspells and disruption. And when necessary he can bust out the (encounter?/daily?) big counter.</p><p></p><p> </p><p>You can make a variety of these powers for different styles of defense. A more passive and polite magical defender-leader hybrid might convert the attack's power into a healing surge. A striker might not counter the attack, but could duplicate and reflect it back at the attacker. Etc.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5519593, member: 63"] Option 1. Require all monster design to use the 'implement' keyword for spells. (I think this is a bad way to do it.) Option 2. Make powers that can interrupt any action, and flavor them as a suite of responses, not just a 'counterspell.' So a PC based on a WotBS inquisitor, for instance, might have an "Inquisitor's Rebuke" power. Immediate interrupt, attack roll, on a hit it does mild damage and causes an opponent's power to deal no damage and have no effect (but doesn't negate any movement), but causes the PC to skip his next standard action. When used against a monster who is fluffed as 'casting spells,' this represents the inquisitor snuffing his opponent's magic. It's sorta similar when used against a fire-breathing dragon or a mind flayer's psionics. When used against a physical threat like a pouncing jaguar, it represents him slashing with an unholy claw, inflicting an instant of stunning pain which ruins the critter's attack. Heck, if you want to try something novel, combine it with a mark effect to make the inquisitor an arcane defender. The inquisitor PC can mark an enemy as a minor action, and that -2 penalty on attacks that target anyone other than the inquisitor represent a variety of minor counterspells and disruption. And when necessary he can bust out the (encounter?/daily?) big counter. You can make a variety of these powers for different styles of defense. A more passive and polite magical defender-leader hybrid might convert the attack's power into a healing surge. A striker might not counter the attack, but could duplicate and reflect it back at the attacker. Etc. [/QUOTE]
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How to do Counterspelling?
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