Sophists
    > Archives
        > Magic Resistance ... the return
New Topic

<< Prev Topic | Next Topic >>
Author
Comment
Badger101
ezOP
Posts: 83
(31/1/06 16:33)


Magic Resistance ... the return
Previous discussions have identified the following concerns about the AM5 Canon rules for magic resistance and the suggested changes made so far.

AM5 Canon rules:
MR blocks magical effects that attempt to affect an individual.
Things created by magic, or that are changed or sustained by magic, can be resisted.
Indirect attacks using mundane objects, requiring a targetting roll that is contested by a defence roll, penetrate MR automatically.

Problems with the AM5 Canon:
Because many spells could be said to render an object 'magical', and this leads to low-level exploits that can make magi almost invulnerable. (even spells that are not intended to be exploits would often have the same effect)
Allows 'environmental effects' (e.g. create massive holes in the Earth) - which are not resisted by Parma (nor were they in AM2, 3 or 4)
It's not clear how magi can ride magically created horses, or pick up a sword they've created - without suppressing their Parma

Suggested compromise:
If a magically created or altered object has to roll to hit a target (e.g. a targetting roll or an attack roll) then it is treated as effectively a mundane object for the purposes of penetration.
For it to be treated as a mundane object - the basic object must be typical for its variety.
Any additional spell effect placed on an object must penetrate magical resistance to have any effect.
The target gets a defence roll to deflect/dodge/avoid such indirect attacks.
A Magus can automatically overcome his Parma when he wants to physically interact with a magical object.

Problems identified with the compromise:
Allows magi to conjure objects and try to use them for indirect effects (which would be blocked by AM5).
Unclear as when spells are direct effect - and when they can use a targetting roll.
Appears to allow a subtle sort of 'spell suppression' for additional magical effects.

I'll focus on the problems and some of the ways that we might get around them.

Edited by: Badger101 at: 31/1/06 16:57
Badger101
ezOP
Posts: 84
(31/1/06 16:47)


Re: Magic Resistance ... the return
Allows magi to conjure objects and try to use them for indirect effects (which would be blocked by AM5).

This is true - but for the base object to be 'natural' I'd base damage on the environmental damage tables on p181.

Thus damages will be less than direct magical damage spells, and the arts needed to create and move large objects will need to be quite impressive.

This compromise (to avoid the AM5 exploits) does leave a possibility of higher level exploits - though the troupe tolerating a player abusing such loopholes is unlikely.

Unclear as when spells are direct effect - and when they can use a targetting roll.

This is true. In the AM5 canon it only refers to environmental effects (e.g. create a pit under someone's feet, place a huge mundane boulder above their head, etc). This ability was a feature of previous AM incarnations - and we survived those games without such abuse becoming a problem.

Indeed, this lack of clarity (when targetting is appropriate) could give us the wriggle room we need, as a troupe, to make the compromise work. Given that very few spells are targetted (most automatically hit) - then we can, as a troupe, be very conservative about allowing targetted spells. Many (if not all) Rego spells could be made to be automatic hit - thus ensuring Parma Magica could resist the effects. (In AM5 there is no such thing as momentum, btw)

Alternatively, we could simply have a rule that making objects move against their elemental nature (e.g. make a rock hover above someone's head) adds a ridiculous modifier to the effect.

Appears to allow a subtle sort of 'spell suppression' for additional magical effects.

It looks like a sneaky spell suppression when you hit someone with a sword which has Blade of Virulent Flame upon it - and only the sword hits.

However, we could think of the Parma as simply 'warding' the effect. So the Virulent Flames simply cannot enter the parma - they are pushed back - springing back across the whole blade when the sword is back away from the Parma.

More problematic is - for instance - when you turn a magical wolf's teeth to iron (because the additional spell effect is not separate from the base object - so it's hard to see how only the spell effect is warded).

I'd suggest fudging this - and simply say that the spell effect is warded - the teeth still bite, but the iron aspect of the teeth cause no extra damage, or discomfort (for fae, etc).

Edited by: Badger101 at: 31/1/06 17:04
KillAllTremere
Member
Posts: 28
(31/1/06 17:03)


Re: Magic Resistance ... the return
Ermm, am I being dense here or is "warding" exactly the same thing as a suppressive parma albeit with a different name?

If not, how does this warding affect...

Transform deathly poison into milk MuAu 5
Transforms a fatal poison into harmless milk - so that InAq spells will report it harmless. Upon drinking the liquid, the Parma suppresses the effect - turning it back into fatal poison.
[B: 2, R: Touch +1, D: Sun +2, T: Ind]

and

Transformation of the crushing boulder MuTe 15
Transforms a boulder (up to 10 paces per side) into a stone so that it can be thrown at someone. If the stone hits a person with Parma - the spell effect is suppressed and the person takes damage from the boulder sized object.
[B: 4, R: Touch +1, D: Diameter +1, T: Ind, +1 size]

Badger101
ezOP
Posts: 85
(31/1/06 17:08)


Re: Magic Resistance ... the return
Yeah - saw that was the heart of this problem just after I posted it.

It certainly looks like we have a choice. If we wish to be strict about interpretations - then we either have a suppressive parma or one that wards the whole object (unless you have a better idea - please!!)

Otherwise we 'fudge' it ...

Transform deathly poison into milk MuAu 5
The milk effect is warded - so the Magus quickly tastes that it is poison.

Transformation of the crushing boulder MuTe 15
The size-changing effect is warded - but the object simply does no extra damage than a stone.

Edited by: Badger101 at: 31/1/06 17:24
Badger101
ezOP
Posts: 92
(31/1/06 17:59)


Magical fudge ... hmm ... love that taste
Mike's alternative thread has given me an idea ..

The Parma works differently depending on the form of the object.

It basically works as indicated above, however whether it blocks or suppresses an object because of any additional spell effect depends upon the form and nature of the object.

Living things:
Co, An and He objects - the additional spell effect is suppressed, allowing the mundane object to 'bite' or 'punch', but any magical effect must penetrate.

Elemental things:
Aq, Au, Ig and Te objects - the spell effect causes the object to be blocked. So the object must penetrate Parma to have any effect. Unless the spell is cast upon a 'living' or 'crafted' thing - in which case it is suppressed.

Crafted Things:
Terram objects like boulders and rocks are elemental - but Te objects fashioned into weapons are changed in the process. With fashioned Te items (e.g. swords) the spell effect is merely suppressed, and the mundane object can still cause damage.

Other forms:
Imaginem, Mentem and Vim spells are suppressed by Parma.

Edited by: Badger101 at: 31/1/06 18:20
KillAllTremere
Member
Posts: 32
(31/1/06 18:13)


Re: Magic Resistance ... the return
PeIm15 Hide the assasins blade
Makes a object, such as a knife invisible to normal sight for 2 minutes.
Base:4 +1Touch, +1 Diam, +1 Moving image

From my understanding such a blade could pierce throw penetration because of its Imaginem component.


I don't think this will bypass (canon) parma at all. Although species are non-magical, all you're doing with this spell is destroying the visual species, the terram blade still has a magical effect on it and is thus parma'd. IMO its exactly the same as the pink dot issue which is also imaginem.

Technically I suppose that an invisible person would be repelled by parma in the same way someone with a strength boost etc would.

[edit by badger101 - with Si's permission I've deleted the imaginem part of this thread. However, I'll edit my previous post to make clear what happens as to whether imaginem spells are blocked or suppressed]

Edited by: Badger101 at: 31/1/06 18:17
Badger101
ezOP
Posts: 94
(31/1/06 18:22)


Re: Magic Resistance ... the return
Transform deathly poison into milk MuAu 5

Actually, I've thought of a better answer here. The milk/poison does not make an attack roll - therefore it is blocked by Parma.

Transformation of the crushing boulder MuTe 15

The idea that purely elemental items are blocked if they have a spell effect on them appears to cover this one.

KillAllTremere
Member
Posts: 33
(31/1/06 18:30)


Re: Magic Resistance ... the return
Apologies but what about...(base is probably lower for this too)

Transformation of the crushing tree MuHe 15
Transforms a large tree trunk into a twig so that it can be thrown at someone. If the twig hits a person with Parma - the spell effect is suppressed and the person takes damage from the tree trunk sized object.
[B: 4, R: Touch +1, D: Diameter +1, T: Ind, +1 size]

Ruaridh
Member
Posts: 28
(31/1/06 20:45)


Re: Magic Resistance ... the return
Even worse if fired at velocity from a bow.

Can we just play the using AM3 rules?

padc99
Member
Posts: 2
(1/2/06 9:33)


Re: Magic Resistance ... the return
I think that one of the early points that Nick makes in this thread is pretty important:

"...and we survived those games without such abuse becoming a problem"

We have played AM3 for many years and just avoided exploiting the system - is it not possible just to do the same with regard to some of the identified exploits here. Doesn't solve all the problems but I'm hungover at the moment and my brain isn't working that well.

I would also suggest that a Magus' Parma does not resist his own spells - stops a one on one pink dotted sword scenario.

KillAllTremere
Member
Posts: 34
(1/2/06 12:36)


Re: Magic Resistance ... the return
My main concern is that the AM5 parma has holes in it that will be exposed at critical story moments when a debate about whether something is parma'd would detract from the game. While no one's going to be casting pink dots on opponents swords, the issue behind such an example could feasibly crop up...

e.g. Magus Middlemanagius of Tremere is investigating a mongol clan in Eastern Bulgaria. He decides that the best way to learn about them is to infiltrate them and so disguises himself as a mongol. As he approaches he realises that his Western European style shortsword could be a giveaway so he casts an imagonem spell on it to make it look like a curved mongol blade. Later that day, while quaffing fermented horse milk with the warriors, a fight ensues, during which a mongol grabs Middlemanagius' sword from his belt and tries to stab him with it. Is it parma'd?

I suggest we continue to debate the issue here in an effort to find a 'holefree' parma (it's an interesting challenge if nothing else 8o ). My latest attempt is over in the alternative parma topic, but if we can't manage it or everyone gets heartily sick of trying we have a number of fallback options such as reverting to our ST parma or just giving the AM5 parma as written a go.

Badger101
ezOP
Posts: 96
(1/2/06 16:35)


Re: Magic Resistance ... the return
Transformation of the crushing tree MuHe 15

Yes - I thought of this on the way to run Nick and Simon's prelude. The conception above also allows the low level muto spell to suppress huge fires (thus rendering ReIg wards fairly pants).

I've had some further thoughts - and will post them on a new thread.

Thanks again for destruction testing these systems - as frustrating as it is for me ;) it is really handy - and helping me shape up these ideas to reflect the aspects I want to maintain and head towards consistency.

<< Prev Topic | Next Topic >>


Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Sophists - Archives - Vida's Tear Covenant -

Powered By ezboard® Ver. 7.32
Copyright ©1999-2007 ezboard, Inc.