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> Immunity to Drain, How do you think it would work?
V-Origin
post Jan 3 2011, 04:30 PM
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Immunity
Type: P • Action: Auto • Range: Self • Duration: Always
A critter with Immunity has an enhanced resistance to a certain
type of attack or affliction. The critter gains an “Armor rating” equal to
twice its Magic against that damage. This Immunity Armor is treated
as “hardened” protection (see Hardened Armor above), meaning that
if the Damage Value does not exceed the Armor, then the attack automatically
does no damage. Additionally, this “armor rating” is added
to the damage resistance test as normal armor.

Immunity to Age: Some beings possess immunity to aging. These
beings neither age nor suffer the effects of aging.

Immunity to Normal Weapons: This immunity applies to all
weapons that are not magical (weapon foci, spells, adept or critter
powers). If the critter has the Allergy weakness, then the Immunity
does not apply against non-magical attacks made using the allergen.

I am surprised no one has come up with immunity to drain yet.. lol..
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Doc Chase
post Jan 3 2011, 04:50 PM
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QUOTE (pattyhulez @ Jan 3 2011, 04:30 PM) *
I am surprised no one has come up with immunity to drain yet.. lol..


It already exists, and in fact is already incredibly affordable - even for a starting character.

At the low, low cost of 0 BP/Karma, you too can be 'Mundane'! If that doesn't tickle your fancy, try Non-Mystic Adept!

As long as you aren't channelling mana, you won't have to worry about resisting a drain effect!

Be 'Mundane' today!
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Draco18s
post Jan 3 2011, 04:51 PM
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Immunity to Drain would be...overpowered and broken, but functionally would act as extra drain dice (and if the drain value is lower than the immunity level, its ignored).
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Doc Chase
post Jan 3 2011, 04:56 PM
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QUOTE (Draco18s @ Jan 3 2011, 05:51 PM) *
Immunity to Drain would be...overpowered and broken, but functionally would act as extra drain dice (and if the drain value is lower than the immunity level, its ignored).


It all but removes the drain mechanic entirely if written under existing immunity rules.

You get 2x Magic to resist the effect - which is the Force limit. AFB at the moment so I can't doublecheck drain values, but I seem to recall most of it being F/2 +- something - so it's more or less free spells that aren't overcast - and several that are.
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V-Origin
post Jan 3 2011, 05:01 PM
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QUOTE (Draco18s @ Jan 4 2011, 02:51 AM) *
Immunity to Drain would be...overpowered and broken, but functionally would act as extra drain dice (and if the drain value is lower than the immunity level, its ignored).


that would mean overcast combat spells at every turn..
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Draco18s
post Jan 3 2011, 05:12 PM
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QUOTE (Doc Chase @ Jan 3 2011, 11:56 AM) *
It all but removes the drain mechanic entirely if written under existing immunity rules.


for most spells, yes. There are F/2 + 5 and higher drain spells. And even then the immunity would provide 2x magic rating which covers all non-overcast spells (completely, even at F/2+5, you could cast at F4 with Magic 4 to be looking at 7 drain vs. 8 "armor").

QUOTE (pattyhulez @ Jan 3 2011, 12:01 PM) *
that would mean overcast combat spells at every turn..


Yes it would. I said it would be broken, I just didn't go into the specifics. I just posted how it would function.
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Doc Chase
post Jan 3 2011, 05:24 PM
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QUOTE (Draco18s @ Jan 3 2011, 05:12 PM) *
for most spells, yes. There are F/2 + 5 and higher drain spells. And even then the immunity would provide 2x magic rating which covers all non-overcast spells (completely, even at F/2+5, you could cast at F4 with Magic 4 to be looking at 7 drain vs. 8 "armor").


I figured there were higher, so I tried to keep the 'all but' modifier in there. (IMG:style_emoticons/default/nyahnyah.gif)

This is clearly a bad idea to work out, but what rules prohibit making an 'Immunity to Drain'? I'd go with it's not classified as an affliction since it's only a direct reaction of spellcasting, but I'm not sure what the actual rules would say regarding it.

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Ascalaphus
post Jan 3 2011, 05:32 PM
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Immunity reduces damage by (Magic x 2)
Maximum Force is (Magic x 2)
Drain is typically (Force / 2) + N, with N never more than 5.

So immunity to drain would mean never taking drain, even at maximum overcasting, as long as your Magic is at least 5.
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Doc Chase
post Jan 3 2011, 05:36 PM
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Drain would have to exceed the Magic attribute, or the 2x Magic attribute?

I don't deal with Immunity often.
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Semerkhet
post Jan 3 2011, 05:54 PM
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Pattyhulez: Trolling with ridiculous munchkin power-gaming ideas that take a giant, steaming dump on the intent and spirit of the rules since 16 August 2010.
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Draco18s
post Jan 3 2011, 06:00 PM
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QUOTE (Ascalaphus @ Jan 3 2011, 12:32 PM) *
So immunity to drain would mean never taking drain, even at maximum overcasting, as long as your Magic is at least 5.


Another reason why "Immunity" should be classified as a "Super-Resist" and given an explicit rating. That way we could do "Super Resist" Drain 3 (provides 3 "hardened armor" against Drain). Which isn't terribly overpowered. 3 extra drain dice is significant, but the "hardened" part wouldn't matter much, but it could be used as a GM tool to create some interesting critters/spirits/NPCs.
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Mäx
post Jan 3 2011, 07:24 PM
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QUOTE (Ascalaphus @ Jan 3 2011, 07:32 PM) *
Drain is typically (Force / 2) + N, with N never more than 5.

HUH?
Of canon spells Firewater aura has a drain code of f/2+6, Napalm has a drain code of F/2+7 and Napalm Wall has a drain code of F/2+8.

And if you for some crazy reason wanted to, you can by the rules design a variant of elemental wall spell that has all 12 elemental effects and only a measly F/2+28 as drain code (IMG:style_emoticons/default/wobble.gif)
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Doc Chase
post Jan 3 2011, 07:25 PM
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QUOTE (Mäx @ Jan 3 2011, 08:24 PM) *
And if you for some crazy reason wanted to, you can by the rules design a variant of elemental wall spell that has all 12 elemental effects and only a measly F/2+28 as drain code (IMG:style_emoticons/default/wobble.gif)



That is crazy. Minimum 29? No thank you. (IMG:style_emoticons/default/nyahnyah.gif)
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Mäx
post Jan 3 2011, 07:34 PM
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QUOTE (Doc Chase @ Jan 3 2011, 09:25 PM) *
That is crazy. Minimum 29? No thank you. (IMG:style_emoticons/default/nyahnyah.gif)

Yeah and the only benefit you get is that the wall has every elemental effect in the book, not exactly the most usefull think in the world (IMG:style_emoticons/default/wink.gif)
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V-Origin
post Jan 3 2011, 11:29 PM
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QUOTE (Semerkhet @ Jan 4 2011, 04:54 AM) *
Pattyhulez: Trolling with ridiculous munchkin power-gaming ideas that take a giant, steaming dump on the intent and spirit of the rules since 16 August 2010.


Aye.. you have not even heard of my masterplan yet... hehhehee
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Ascalaphus
post Jan 4 2011, 01:22 AM
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QUOTE (Mäx @ Jan 3 2011, 09:24 PM) *
HUH?
Of canon spells Firewater aura has a drain code of f/2+6, Napalm has a drain code of F/2+7 and Napalm Wall has a drain code of F/2+8.

And if you for some crazy reason wanted to, you can by the rules design a variant of elemental wall spell that has all 12 elemental effects and only a measly F/2+28 as drain code (IMG:style_emoticons/default/wobble.gif)


Oh, those are the crazy multi-element spells aren't they? Those struck me as even less useful than the indirect elemental attacks, due to bad cost/effective ratio.

Overcasting even Ball Lightning at will should be enough for anyone. (More than enough, in fact.)
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Tymeaus Jalynsfe...
post Jan 4 2011, 03:39 AM
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QUOTE (Ascalaphus @ Jan 3 2011, 10:32 AM) *
Drain is typically (Force / 2) + N, with N never more than 5.


Not True...

EDIT: Never Mind...
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Saint Sithney
post Jan 5 2011, 12:27 AM
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Hermetics already throw a fat hand of dice on Resistance and then First Aid (just another Complex Action.)
You do it right, drain is never a problem.
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Tymeaus Jalynsfe...
post Jan 5 2011, 12:32 AM
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QUOTE (Saint Sithney @ Jan 4 2011, 05:27 PM) *
Hermetics already throw a fat hand of dice on Resistance and then First Aid (just another Complex Action.)
You do it right, drain is never a problem.


Very True... Most times, I do not even need First Aid... (IMG:style_emoticons/default/wobble.gif)
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Yerameyahu
post Jan 5 2011, 12:49 AM
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And it's crazy that First Aid would affect Drain damage anyway…
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Ascalaphus
post Jan 5 2011, 01:38 AM
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NERPS, on the other hand...
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Tymeaus Jalynsfe...
post Jan 5 2011, 03:48 AM
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QUOTE (Yerameyahu @ Jan 4 2011, 05:49 PM) *
And it's crazy that First Aid would affect Drain damage anyway…


Well, yeah, thats true too...
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V-Origin
post Jan 5 2011, 05:53 AM
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QUOTE (Saint Sithney @ Jan 5 2011, 11:27 AM) *
Hermetics already throw a fat hand of dice on Resistance and then First Aid (just another Complex Action.)
You do it right, drain is never a problem.


how do you do it right? noob here..
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Aerospider
post Jan 5 2011, 09:08 AM
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QUOTE (Ascalaphus @ Jan 3 2011, 05:32 PM) *
Immunity reduces damage by (Magic x 2)

Not quite. If the damage does not exceed Mx2 then it is negated. Otherwise Immunity is Mx2 extra resistance dice.
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Cheops
post Jan 5 2011, 04:24 PM
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New Metamagic: Matrix Casting
New Skill: Threading

Make a Drain Stat + Threading skill (Force, 1 Complex Action) test. The Force is the desired Force at wish you want to Matrix Cast. When you have finished threading the spell you may then spend a normal Complex Action to cast it. After resolving the effects of the spell skip the Drain Resistance step.

New Advanced Metamagic: Spell Matrixes
Prereq: Matrix Casting

You may now prepare a number of Threaded spells equal to your Initiation Grade. When you do so those spells remain "locked" in that slot until you change it by making another Threading check. You can repeatedly cast spells from your locked matrixes without having to re-thread them. You are limited to a maximum Force for your locked spells equal to your Initiate Grade. If you wish to Matrix Cast at a higher Force than this you must do it on the fly as described in the Threading skill.

There -- Immunity to Drain.



Note: You'll probably need to change the name to something else to avoid confusion with the TM action Threading. I used the terminology to keep it consistent with the Earthdawn Method.
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