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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: 5958023" data-attributes="member: 54877"><p>Well, the part that I was least sure of, and thus left vague, was the numbers in the check. However they are set, I think it should favor the caster (all other things being equal). I was going to say have it as:</p><ul> <li data-xf-list-type="ul">Counterspeller wins check by five or more, takes spell (next round unless stopped).</li> <li data-xf-list-type="ul">Counterspeller ties or worse, caster casts as normal.</li> <li data-xf-list-type="ul">In between, locked in struggle over the spell.</li> </ul><p>But you could also give the caster a bonus to their check equal to the spell level, then do the above. The flavor here is that high level spells are so powerful that they are very hard to disrupt, once started, and even more difficult to take over. The higher the spell, the less valid the tactic. So spellcasters of all levels can interfere with magic missiles, webs, etc., but higher levels ones are hard to stop when serious.</p><p> </p><p>For non-casters, I was also thinking that "slippery hand grenade" effect woud be in place, except that a non-caster can't take over the spell. If they get a "locked in struggle" result, they've simply slowed the caster down for a round. If they actually get a "take over" result, they've disrupted the spell, but it may go off. Here's where an optional wild magic system could be fun.<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>The presence of serious counter spelling in the rules, however done, says to me that magic, especially powerful magic, is something that you don't disrupt lightly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5958023, member: 54877"] Well, the part that I was least sure of, and thus left vague, was the numbers in the check. However they are set, I think it should favor the caster (all other things being equal). I was going to say have it as: [LIST] [*]Counterspeller wins check by five or more, takes spell (next round unless stopped). [*]Counterspeller ties or worse, caster casts as normal. [*]In between, locked in struggle over the spell. [/LIST]But you could also give the caster a bonus to their check equal to the spell level, then do the above. The flavor here is that high level spells are so powerful that they are very hard to disrupt, once started, and even more difficult to take over. The higher the spell, the less valid the tactic. So spellcasters of all levels can interfere with magic missiles, webs, etc., but higher levels ones are hard to stop when serious. For non-casters, I was also thinking that "slippery hand grenade" effect woud be in place, except that a non-caster can't take over the spell. If they get a "locked in struggle" result, they've simply slowed the caster down for a round. If they actually get a "take over" result, they've disrupted the spell, but it may go off. Here's where an optional wild magic system could be fun.:angel: The presence of serious counter spelling in the rules, however done, says to me that magic, especially powerful magic, is something that you don't disrupt lightly. :D [/QUOTE]
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The Negator; the Spell-Breaker; The Mage-Slayer...
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