My Question is how can a high magnitude magic/spell resistance be taken down without giving every NPC a very high magnitude Countermagic or rely on Dismiss Magic from a more powerful cleric/sorceror? - I've checked the forum and cannot find an obvious answer.
I'm running a magic high Medieval RQ2 game with 2 religious Acolytes & and a sorcerous adept. As they are experienced gamers they all targeted ways to increase spell magnitude from the start.
When I played RQ in the 1980's (yep I'm that old!) a character could pack additional power behind a spell to smash it through magical defences. RQ1 had something similar (although I was not keen on the reduction in caster chance - too fiddley). Why was this dropped for RQ2?
I know I can choose to allow it but before I do I wondered if there was a game balancing reason for the decision?
I'm running a magic high Medieval RQ2 game with 2 religious Acolytes & and a sorcerous adept. As they are experienced gamers they all targeted ways to increase spell magnitude from the start.
When I played RQ in the 1980's (yep I'm that old!) a character could pack additional power behind a spell to smash it through magical defences. RQ1 had something similar (although I was not keen on the reduction in caster chance - too fiddley). Why was this dropped for RQ2?
I know I can choose to allow it but before I do I wondered if there was a game balancing reason for the decision?