Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84 +MMDF+2.11; site ukc.UUCP Path: utzoo!watmath!clyde!burl!ulysses!gamma!epsilon!zeta!sabre!bellcore!decvax!genrad!mit-eddie!think!harvard!seismo!mcvax!ukc!tgm From: tgm@ukc.UUCP (T.Murphy) Newsgroups: net.games.frp Subject: Magic Resistance vs Clerical Spells Message-ID: <162@ukc.UUCP> Date: Mon, 15-Jul-85 13:43:49 EDT Article-I.D.: ukc.162 Posted: Mon Jul 15 13:43:49 1985 Date-Received: Thu, 18-Jul-85 08:40:26 EDT Organization: U of Kent at Canterbury, Canterbury, UK Lines: 30 The following was presented to me as an argument From Monster Manual (p5) :- "MAGIC RESISTANCE indicates the percentage chance of any spell absolutely failing in the monster's presence. It is based on the spell being cast by a *magic-user* of 11th level, ... Thus a magic resistance of 95% means that a 10th level *magic-user* has no posibility ..." Does this mean that magic resistance doesn't apply to spells cast by non-magic users? Clearly the intent is that it applies to all spells and spell-like effects. (Although Gygax's words have been twisted every which way ...) For clerical spells like `Dispel Evil' or `Exorcism', magic resistance takes the power out of it. So as an experiment since the party was going to be fighting things with magic resistance I ruled that magic resistance wouldn't apply to spell effects derived through the power of gods. Ie. clerical and druidic spell . The resulting adventures were not really unbalanced but they were rather tilted. At the conclusion of the major quest I reverted back to the normal system except for certain spells like the above and sanctuary. Has anybody else tried something else like that? What do people think of the idea? Joe Jaquinta; c/o D.U. Maths Society; 39.16 Trinity College; Dublin 2; Ireland {decvax,seismo,ihnp4}!mcvax!ukc!tcdmath!jaymin