Quote:
Originally Posted by Shaira
BRP has spell resistance using both permanent POW and temporary Power Points, depending on particular spell, magic system, etc. It's pretty flexible. There are even instances of spells using other characteristics - INT, STR, and CON spring to mind - for resistance rolls.
Additionally, you can temporarily (for about 24 hours or so) increase your PP (what RQ3 called MP) above your POW score, up to double normal. This does give you the ability to punch through "normal" levels of spell resistance very effectively for certain spells, and reduces the mechanical dependence on things like POW crystals, which IMHO is a good thing.
Also, the "Magic" system (as opposed to "Sorcery", etc) provides rules for Wizard's Staves, which are effectively POW crystals built directly into the rule system - they store POW points equal to the Wizard's POW at the time of creating the Staff. Again, this allows spell casting without reducing PP (although it doesn't effectively increase your PP score for spell resistance rolls).
Finally, one key difference is that POW and INT no longer have species' maximums for human characters. This puts another level of strategic variation into magic use and conflicts - you really don't know how much POW that sorceror guy *might* have!
All in all, the BRP magic powering and resistance rules are pretty modular, and very flexible. They allow you to create different types of spell-casters, which should actually be quite cool in play - you won't necessarily be able to say "hey, I'm a POW 18 Rune Priest with 100 points of stored PP, I can wipe the floor with this other spellcasting guy". Takes some of the predictability out of spellcaster vs spellcaster.
Cheers,
Sarah
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Hey, thanks for the details. That's good to know.
Now, if the book would just get here soon...
I'm still probably going to go with stat vs stat, though, if stat has no limits... humm, I'll have to think that through.