I quite like the opposed skill roles and have wondered about how spells are cast and resisted.
It seems odd that casting and resisting a spell is handles in a different way to other opposed tests. Were by one side roles against a spell skill and then the target then roles to resist but it is handled is such a different way. There are also issues with the RAW method, If you have 100% in Persistence, then you will nearly always resist certain types of spell. To overcome that issue the Overcasting rule is there, but it does not flow as nicely as I’d like. Also its something different that players have to be told and remember. Though I do like the idea of being able to ramp up spells. But as a GM I feel like I’m picking on a player if an NPC starts overcasting, guess I’m just too nice.
I’ve started to make it a straight opposed role for casting and defending against spells.
EG
Witchy Woo casts Demoralize (Runecasting Disorder 65%) on Imperious Iain (Persistence 65%).
In the current rules .
Witch Woo rolls 56 (success)
Imperious Iain rolls 34 (success)
So Imperious Iain resists the spell.
Opposed spell resistance.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 34 (success)
Witchy Woos’ success is better than Imperious Iain and so the spell is a success. You can see were this would be useful in higher level games
Also its useful for damage inflicting spells were the resistance type is dodge. So if Witchy Woo was casting Sky Bolt on Iain it would be handled thus.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 34 (success)
Iain dodges for half damage.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 60 (success)
Iain fully dodges and takes no damage.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 69 (Fail)
Iain fails to dodge and suffers a lot.
It seems odd that casting and resisting a spell is handles in a different way to other opposed tests. Were by one side roles against a spell skill and then the target then roles to resist but it is handled is such a different way. There are also issues with the RAW method, If you have 100% in Persistence, then you will nearly always resist certain types of spell. To overcome that issue the Overcasting rule is there, but it does not flow as nicely as I’d like. Also its something different that players have to be told and remember. Though I do like the idea of being able to ramp up spells. But as a GM I feel like I’m picking on a player if an NPC starts overcasting, guess I’m just too nice.
I’ve started to make it a straight opposed role for casting and defending against spells.
EG
Witchy Woo casts Demoralize (Runecasting Disorder 65%) on Imperious Iain (Persistence 65%).
In the current rules .
Witch Woo rolls 56 (success)
Imperious Iain rolls 34 (success)
So Imperious Iain resists the spell.
Opposed spell resistance.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 34 (success)
Witchy Woos’ success is better than Imperious Iain and so the spell is a success. You can see were this would be useful in higher level games
Also its useful for damage inflicting spells were the resistance type is dodge. So if Witchy Woo was casting Sky Bolt on Iain it would be handled thus.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 34 (success)
Iain dodges for half damage.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 60 (success)
Iain fully dodges and takes no damage.
Witchy Woo rolls 56 (success)
Imperious Iain rolls 69 (Fail)
Iain fails to dodge and suffers a lot.