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Should magic be unfair?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 1702073" data-attributes="member: 710"><p>You can`t do this in D&D - a no save / instant death ability as a spell is utterly unbalanced. In D&D, you basically just say what you want to cast and then do it - there are no checks or similar aspects involved (unless specific circumstances require it). And the abilities of your target are irrevelant, and this becomes extremely unbalanced - since the level in D&D does also represent your protection from danger and death (measured in HP and saves)</p><p>Rember the 3.0 Harm spell? Touch, no save, you are at 1d4 hp. That was definitely broken...</p><p></p><p>But if there is a cost to it and a risk of failure, you might be able to balance it.</p><p></p><p>In Shadowrun, this balance was (or was meant to be) achieved by the drain of spells, the need to make a succesful sorcery check - and the target still got a "saving throw" or resistance check - but in case of combat spells, this usually didn`t mean a lot. A Manabolt cast at deadly niveau would kill most targets, especially those that had no trouble with being attacked by weapons (like a Troll in military spec armor).</p><p>But in Shadowrun, people don`t have HP increasing with level.</p><p></p><p>There always has to be some kind of protection against such dangerous abilities, and the target itself needs the ability to at least affect the potential to cause it. In case of a Telekinesis spell - to manifest the neccessary magic to rip a heart out, you need to manipulate the "mana" (or whatever you want to call it) at the targets position - but the target has some limited control about it - allowing it to potentially resist the magic.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 1702073, member: 710"] You can`t do this in D&D - a no save / instant death ability as a spell is utterly unbalanced. In D&D, you basically just say what you want to cast and then do it - there are no checks or similar aspects involved (unless specific circumstances require it). And the abilities of your target are irrevelant, and this becomes extremely unbalanced - since the level in D&D does also represent your protection from danger and death (measured in HP and saves) Rember the 3.0 Harm spell? Touch, no save, you are at 1d4 hp. That was definitely broken... But if there is a cost to it and a risk of failure, you might be able to balance it. In Shadowrun, this balance was (or was meant to be) achieved by the drain of spells, the need to make a succesful sorcery check - and the target still got a "saving throw" or resistance check - but in case of combat spells, this usually didn`t mean a lot. A Manabolt cast at deadly niveau would kill most targets, especially those that had no trouble with being attacked by weapons (like a Troll in military spec armor). But in Shadowrun, people don`t have HP increasing with level. There always has to be some kind of protection against such dangerous abilities, and the target itself needs the ability to at least affect the potential to cause it. In case of a Telekinesis spell - to manifest the neccessary magic to rip a heart out, you need to manipulate the "mana" (or whatever you want to call it) at the targets position - but the target has some limited control about it - allowing it to potentially resist the magic. [/QUOTE]
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