Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!linus!decvax!duke!unc!tim From: tim@unc.UUCP (Tim Maroney) Newsgroups: net.games.frp Subject: Re: Kill ORCUS contest and Magic resistance Message-ID: <5969@unc.UUCP> Date: Tue, 4-Oct-83 16:22:01 EDT Article-I.D.: unc.5969 Posted: Tue Oct 4 16:22:01 1983 Date-Received: Fri, 7-Oct-83 02:32:26 EDT References: watmath.5852 Lines: 29 Magic resistance is very ill-defined in AD&D. My earlier article was an attempt to make sense of it in terms of the definitions given in the Monster Manual and Deities and Demigods. This is difficult to do, since the Monster Manual definition is just plain wrong, but I think the idea of giving magic resistance to ALL magic effects is best. If the effect is a spell or something else which has a clear level (for instance, wands are sixth level, according to the DMG), weight the percentage accordingly. If the effect is an artifact, treat it as being 20th level. Anything else requires you to use the basic (11th level) magic resistance percentage. The reason for this last rule should be obvious to anyone who plays (and not just talks about the game). It is there to prevent a lot of player character arguments and spot subjective DM decisions, two really bad things for the flow of play. If you wanted to base it on the X.P. value of the item in some well-defined way, I would have no objections, but this is how I do it. The game rules as written do not support anything else. The only real "extra" rule I add to magic resistance is that it is only possible to resist magic when you are conscious, and that it does take a conscious decision to do so. (This can be made when an offensive spell hits; that is, reaction time is close to null.) This means that a Trap The Soul will effect you if you choose to accept the soul prison, regardless of magic resistance. If you knew in advance, you could choose to resist, but not otherwise. _____________________ Tim Maroney duke!unc!tim (USENET) tim.unc@udel-relay (ARPA)