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Countermagick and Difficulty Modifiers

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  • Countermagick and Difficulty Modifiers

    As per the book, the difficulty for countermagick is set at 7.
    I want to clarify if difficulty modifiers, perhaps something like the unique instrument bonus would apply to the base difficulty.
    Is there such a practice or do we stick to the 7 at all times? even when we're trying to extend the casting process?

    I'm aware that unweaving difficulties can be reduced
    Pg.546 quote:
    "unweaving doesn’t require Quintessence,
    although you can spend a few points to lower the difficulty of
    such efforts."

    I'm focusing on countermagick and protective countermagick only, thanks.
    Last edited by diplo; 09-04-2018, 09:42 PM.

  • #2
    Though I've never really had this come up I would allow personalized and unique focuses their modifiers. I don't think I'd be against quintessence lowering countermagic difficulties either. With the standard maximum of -3 modification.

    In our games countermagic isn't really used much, mainly because it's pretty difficult to pull off consistently so it usually fails to be worth a turn doing it. Especially for the players. This might actually get my group to try it more. It would actually make mage battles feel like a mage battle.

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    • #3
      Originally posted by Tuch View Post
      Though I've never really had this come up I would allow personalized and unique focuses their modifiers. I don't think I'd be against quintessence lowering countermagic difficulties either. With the standard maximum of -3 modification.

      In our games countermagic isn't really used much, mainly because it's pretty difficult to pull off consistently so it usually fails to be worth a turn doing it. Especially for the players. This might actually get my group to try it more. It would actually make mage battles feel like a mage battle.
      Don't forget that in mage, difficulty modifiers beyond -3 get converted to "threshold" and lower the successes required for an action/straight up add successes. A lot of people forget that rule beyond the Maximum modifier one that other splats don't have(and frankly it always seemed more powerful to me then the standard "your difficulty modifier can be anything, but no role is below difficulty 2" of other splats.)

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      • #4
        Originally posted by Prometheas View Post
        Don't forget that in mage, difficulty modifiers beyond -3 get converted to "threshold" and lower the successes required for an action/straight up add successes.
        ....huh?
        I don't remember any rules regarding threshold if the "-3/+3 from base difficulty" gets exceeded. Can you quote a page? I'm really curious, because I seriously do not recall that. The only threshold rule I am aware of is the "If difficulty goes beyond 9". And the threshold rule makes sense there as Difficulty 10 means more dice = higher chance to botch, which gets avoided that way.
        Last edited by Ambrosia; 09-05-2018, 06:03 AM.


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        • #5
          Originally posted by Ambrosia View Post
          ....huh?
          I don't remember any rules regarding threshold if the "-3/+3 from base difficulty" gets exceeded. Can you quote a page? I'm really curious, because I seriously do not recall that. The only threshold rule I am aware of is the "If difficulty goes beyond 9". And the threshold rule makes sense there as Difficulty 10 means more dice = higher chance to botch, which gets avoided that way.
          You are correct and I'm an idiot.

          I was mis-remembering a house-rule I read on this very forum on a discussion about how easy it is to reach a -3 difficulty modifier(between resonance, specialized/personalized foci, mundane abilities enhancing magic, merits like Spark of Life and Medium, and normal quintessence) and the -3/+3 rule making having a lot of them next-to useless most of the time(barring the kind of "difficulty lowering condition vs difficulty raising condition" shenanigans that make me hate the D&D 5e Advantage/Disadvantage system)

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          • #6
            The rules make it clear that you can reduce the difficulty of an effect, and at no point does the game tell us that we can't do this with countermagick, so go ahead. I'd allow a specialised apparatus which was designed for countering spells to work at -1 difficulty.

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