magic resistance
trinit
Member Posts: 705
If i am not mistaken (although it is possible i am) magic resistance was handled differently in bg1 and bg2. in bg1 magic resistance was applied to ALL spells, including friendly healing spells and other beneficial spell effects.
in bg2 magic resistance was taken into account only for the purposes of enemy spells and other harmful effects.
personally, i'm a bit ambivalent about which way of handling the spell resistances are better, both have their drawbacks and con/pro arguments. i also assume magic resistance relates to both divine and arcane spells.
bg1 magic resistance is more restrictive and presents also the downside of being immune to magical energies. i think this would have interesting effect on monk and wizard slayer classes for example. also, there was discussion on including the drow race as playable, and this would somewhat limit their powerful starting position.
it seems this is a bit more challenging way to play (although a bit more realistic in my opinion, it does say "magic" resistance, not "enemy magic resistance").
on the other hand, bg2 magic resistance is more player friendly and removes perhaps unnecessary risk of wasting a spell in the middle of the battle, making already quite complex gameplay more flowing and quicker.
more than request, this is a try to spark a debate to see if there is any preference for each way of handling the spells, but as a feature request maybe it would not be a bad idea to present the option of handling the magical resistance as an option or difficulty slider. (i see this game will have immense amount of sliders... :P )
in bg2 magic resistance was taken into account only for the purposes of enemy spells and other harmful effects.
personally, i'm a bit ambivalent about which way of handling the spell resistances are better, both have their drawbacks and con/pro arguments. i also assume magic resistance relates to both divine and arcane spells.
bg1 magic resistance is more restrictive and presents also the downside of being immune to magical energies. i think this would have interesting effect on monk and wizard slayer classes for example. also, there was discussion on including the drow race as playable, and this would somewhat limit their powerful starting position.
it seems this is a bit more challenging way to play (although a bit more realistic in my opinion, it does say "magic" resistance, not "enemy magic resistance").
on the other hand, bg2 magic resistance is more player friendly and removes perhaps unnecessary risk of wasting a spell in the middle of the battle, making already quite complex gameplay more flowing and quicker.
more than request, this is a try to spark a debate to see if there is any preference for each way of handling the spells, but as a feature request maybe it would not be a bad idea to present the option of handling the magical resistance as an option or difficulty slider. (i see this game will have immense amount of sliders... :P )
4
Comments
I vote the BG2 method.
@trinit there will be a slider to display lesser or greater amounts of sliders, thus solving the slider problem
Instead, I'd like to see them implement proper MR, which was that the MR given was for a spell cast at them by an 11th level mage. The resistance would increase or decrease 5% if the caster was lower or higher than level 11. If they can fix all the problems with Dispel Magic, I hope they can fix MR, too.
@Cadros: great news! i sure hope there will be a checkbox if we want to hide or display slider regulating slider...
jokes aside, i think i lean more and more towards the bg2 system. i think that will be the case anyway, if they are using a tob engine...
Will we have BG1-style resistance in BG1EE and BG2-style resistance in BG2EE?
Beta testers?
In fact a player do not have even to roll a saving throw if he don't want (need to confirm this one).
Also you could automatically fail your saves if you wished.
Healing magic or not, is it still MAGIC and if you are imune to magic, it should not affect you. Not exactly true. You can lower your own magic resistance if you are monk, because monks magic resistance is created, not natural. Drows, golems, dragons and many more can´t lower their magic resistance, bacause is gained by their bodies not skills. Also if you have some extreme rare ring +100% magic resistance, healing spells will not work. Magic energy is magic energy and items do not have own mind ( Yes, i know, Lilacord... ). So if you want to be healed by magic, you must remove that ring.
If you REALLY want BG2 system on this, you must change all captions "" magic resistance "" to "" resistance to enemy magic "". Otherwise is it nonsense.
I have never seen any mention of Drows resisting beneficial magic in Forgotten Realms novels.
Read first two books from The Legend of Drizzt Saga, there is MANY references.
Sorry that is actually wrong. Natural magic resistance can be lowered at will. It´s been in the rules since first edition. It's no different from closing your eyes if you wish to.
Here this is on page 135 of the Revised 2nd edition PHB:
"Magic resistance is an innate ability - that is, the possessor does not have to do anything special to use it. The creature need not even be aware of the threat for his magic resistance to operate. Such resistance is part of the creature or item and cannot be separated from it. (Creatures, however, can voluntarily lower their magic resistance at will.)"
You can read it online on Scribd if you wish:
http://pt.scribd.com/doc/76828432/AD-D-Player’s-Handbook-2nd-Edition-revised-TSR-2159
So for magic itens you need either to remove or deactivate the item. Natural magic resistance can be lowered at will.