pare@sdcsvax.UUCP (Dave Pare) (10/06/83)
Our definition (or interpretation) of the magic resistance rules are somewhat different from Tim's. We say that the magic is never able to affect the creature, conscious or not, if he makes his magic resistance roll. We also do not abide by the "new" rules in the DMG whereby the act of making your save is translated into dodging the ray (in the case of a wand of polymorph) or some such muck. Characters get saves whether or not they are aware of the spell. There is no "rolling aside" from a fireball - you could stand stock-still when a fireball hits and if you make your save, you take 1/2 damage. You can, however, make a conscious decision to be "willing", thus giving up your saving throw. Spells like "Wall of Iron", dropped on magic resistant monsters have a nice hole - just the size of the monster - in them when they hit him (assuming he made his MR). However, a creature does not get a roll against spells that do not directly affect the creature - for instance, a high level TK spell that throws large rocks (that just happen to be lying conveniently nearby). Of course the rocks would still have to penetrate armor... I really like the idea of an artifact acting as a 20th level spell caster. It makes them a lot nastier. An "addition" we made to the magic resistance idea was that a spell caster of the 20th level would have a 5% chance (and +1% per level above 20th) to break through something we call "magic proofness". This gives a mage or cleric (or one of Tim's artifacts) a small chance of getting around an anti-magic shell, a protection from magic scroll, or a holy sword's anti-magic field (from Greyhawk). I realize this may not seem like much, but it's much better than nothing (about the same % chance as a psychic crush against a tower of iron will). It means that there is no complete "protection from magic" - there's still the off chance that you'll be disintegrated by a pissed-off 20th level lich, even if you do have a holy sword. Interestingly enough, we treat all gods as though they had magic proofness, rather than magic resistance. That means that Orcus (much discussed of late) has a 95% magic proofness that only a 20th level mage can alter. I'd hate to meet him in person - after seven years of play only two characters of our group ever have, and one was because he used a wish incorrectly. "I wish I had my axe back" - and guess who had the axe? And on the subject of gods... Gods shouldn't enter personally in the game, unless you go hunting them. They are simply too powerful to contend with. Because of this huge power imbalance they are not generally allowed on the prime material (it's the Law, you understand. Like Aslan and the Witch). Gods aren't just another monster, they are a natural force. You don't try and kill them, you just hope they stay far away. Dave Pare sdcsvax!pare sdcsvax!sdamos!dave