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General Tabletop Discussion
*Pathfinder & Starfinder
The Negator; the Spell-Breaker; The Mage-Slayer...
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<blockquote data-quote="Crazy Jerome" data-source="post: 5957766" data-attributes="member: 54877"><p>I'd like to see "counter spelling" be embedded into the skill portion of the game, instead of discrete spells. Something like this:</p><p> </p><p>The PC wizard readies an action to counter the magic of the goblin witch doctor. The witch doctor begins to cast the spell. The wizard and witch doctor make opposed rolls to gain control of this magic. If one wins by a lot, he gets his way. For closer results (say within 5 points of a tie), the two are now locked into a fight for the magic, and the round moves on to everyone else. When the wizard's turn comes around (in Next, now immediately before the witch doctor), he can drop the counter attempt or continue it. If he continues, the witch doctor can continue the casting or abandon it for some other action (but not casting a new spell).</p><p> </p><p>If the wizard grabs control of the spell, he can then turn it back onto the witch doctor or drain it for some other benefit or strangle it out entirely. If he does more than try to strangle it, though, the witch doctor gets to fight back, as the control doesn't get acted upon until next round. </p><p> </p><p>So starting a spell in the vicinity of hostile casters is like pulling out a slippery hand grenade. You never really know what is going to happen. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /><img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p><p> </p><p>To make it even more interesting, the opposed skill check is based on the casting stat of the initiated magic. When a cleric casts, any countering is based on Wis checks. A wizard can try, but is typically at a disadvantage countering a cleric, and vice versa.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5957766, member: 54877"] I'd like to see "counter spelling" be embedded into the skill portion of the game, instead of discrete spells. Something like this: The PC wizard readies an action to counter the magic of the goblin witch doctor. The witch doctor begins to cast the spell. The wizard and witch doctor make opposed rolls to gain control of this magic. If one wins by a lot, he gets his way. For closer results (say within 5 points of a tie), the two are now locked into a fight for the magic, and the round moves on to everyone else. When the wizard's turn comes around (in Next, now immediately before the witch doctor), he can drop the counter attempt or continue it. If he continues, the witch doctor can continue the casting or abandon it for some other action (but not casting a new spell). If the wizard grabs control of the spell, he can then turn it back onto the witch doctor or drain it for some other benefit or strangle it out entirely. If he does more than try to strangle it, though, the witch doctor gets to fight back, as the control doesn't get acted upon until next round. So starting a spell in the vicinity of hostile casters is like pulling out a slippery hand grenade. You never really know what is going to happen. :devil::angel: To make it even more interesting, the opposed skill check is based on the casting stat of the initiated magic. When a cleric casts, any countering is based on Wis checks. A wizard can try, but is typically at a disadvantage countering a cleric, and vice versa. [/QUOTE]
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The Negator; the Spell-Breaker; The Mage-Slayer...
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