Runboard.com
You're welcome.
Community logo


runboard.com       Register for a free global account (learn about it) | Log in: (), globally (lost password?)

 
Documn Profile
Live feed
Blog
Friends
Miscellaneous info

Novice
Global user

Registered: 05-2004
Location: California
Posts: 12
Reply | Quote
Magic resistance


I know that magic resistance should have something to do with the willpower attribute, the the roleplay book doesn't give any particular way to handle it. For us, we've been doing it like other tests, as in willpower+1D6=7 or greater, then it's success. However, when (and if) we get to the higher battle levels, this makes everybody practically immune to most magic (except if you roll a one of course, which we treat as automatic failure).

How do you guys calculate chance for magic resistance?
9/Jun/2004, 5:50 am Link to this post Send Email to Documn   Send PM to Documn AIM
 
Morlicar Profile
Live feed
Blog
Friends
Miscellaneous info

Novice
Global user

Registered: 05-2004
Posts: 13
Reply | Quote
Re: Magic resistance


Warriors do not have magic resistance unless it is granted by an item. For instance, a spelleater rune gives the weilder of the item it bonds to a magic resitance of 5+.
9/Jun/2004, 8:26 am Link to this post Send Email to Morlicar   Send PM to Morlicar
 
**legacy user**
Champion
Local user

Registered: 08-2003
Posts: 32
Reply | Quote
Re: Magic resistance


Other than the War Priests use of Willpower for forced swapping of Treasure Cards it is freebased skill for the advanced game. I’ve created a Trap Card called “Will-O-Wisps” that basically require a willpower test in order to be able to take actions normally. Frozen until they succeed.
9/Jun/2004, 3:04 pm Link to this post Send Email to Rigmarole  
 


Add a reply





You are not logged in (login)