No Rule of 16

PU4p7 cosmic adding Utility enhancement
influences rule of 16 from B349, removing the cap of 16/resistance to effective skill.
==strange wording==
the end notes seem barely unnecessary:
:The subject may always try to resist, even if his effective resistance is less than 3
:(due to penalties from high levels of Affliction, previous attacks, etc.).
:In such a case, only a roll of 3-4 succeeds; treat this as success by 0, not as automatic resistance!
:If your margin of success is 1 or better, you still overcome his resistance.
B348 under Resistance Rolls:
:If he fails his roll, he loses automatically and his subject does not need to attempt a resistance roll.
:2. The attacker must win to affect the subject. All ties go to the defender.
Succeeding in the roll means at least a margin of success of 0, so it IS possible for a defender to tie that.
However: there is essentially no value in rolling the resistance at all if the margin of success for the attacker is 1+ because it is known that the defender cannot possibly tie that margin, since the maximum possible is 0
==conflict with earlier precedent==
==conflict with MAGIC==
P158:
:resisted abilities never automatically defeat the target’s resistance – even on a critical success (a major difference from Resisted Spells, p. B241).
This is referring to "works automatically only on a critical success" most likely
Category:Concepts