Agent One said:
Well, as the author of the Techno-Mage Fact Book, I can assure you that I do know the difference between armour in D&D and in the B5RPG. And the bonus of shields to DV is correct.
Well, I'm not really convinced about how those shields should work. But if you say so...
But what about the Armor spells and especially the Improved Armour pinnace enhancement? Should this really be DV? Look at all those great Battleships with their lots of armour - they have (as it should be) a high DR but a low DV. So why does it increase your DV (and does nothing to your DR) if your pinnace gets improved armour?
Agent One said:
There are also spells that increase DR, and when used in combination with other mage defences, they can make a mage very tough to injure...but not indestructible.
I know that there are spells to increase DR, but that was not my problem. My problem was that the spell descriptions seem to contradict their rule implementation.
You know, when I read all those techno-mage spells it seemed to me that you had a list of spell effects and just created appropriate spells for them. This left me with a lot of spells who just raised Skill X by 5 points and similar things. If found these spells to be quite unsatisfying. And at least in the case of the elemental schools named by the D&D damage types it seemed very silly.
Almost every time I have seen an elementalism system in roleplaying games (including D&D!), novels, movies etc. they used a division in the categories energy(Fire), gas (Air), fluid (Water), and either solid (Earth) or solid/anorganic (Metal) and solid/organic (Wood).
Even if this system was created by aliens it should have been along similar lines. Doing it according to a specific RPG rule system seems to me to be bad game design.
One should create something and then find a way to translate it in RPG rules, not the other way round.