StormingMarcus
First Post
A heretical proposal: why don't make SR a bonus to saving throws against magical effects?
Minor +1, Moderate +2, Major +3, Full +4.
Minor +1, Moderate +2, Major +3, Full +4.
For example: let's say we've got a L20 wizard (Int 20) vs. a horned devil. Under the existing system, our wizard casting a wail of the banshee has a save DC of (10 + 9 + 5 =) 24. The devil's Fort save is +16, meaning he'll save 60% of the time - and that's if it somehow fails its SR 28 check (which it wins 40% of the time). I don't know how to add percentages like that together, so I couldn't say what his overall chance of success is.
If we keep the existing save DCs, but the new SR, the devil would have Fort +21 vs. DC 24, or an 85% chance of success. Under the new system, the wizard's save DC would be DC (10 + 10 + 9 =) 29. If we add +5 for full SR, the devil would still have a 60% chance of success; +10 (like I'm suggesting) would boost his success rate to 85%.
I'd probably go with divide by 3, like you mention below. I've found that dividing by 3 is generally the best way to go with anything in d20.I would divide the SR by 5 to calculate the save bonus (28/5 is still +5)
If we went with 28/3 = +9, the devil would have a +25 Fort save vs. the wizard's DC 24, or a 105% chance of success. Hmm... maybe that's not such a good idea after all. If we divide by 5, it'd be +21, or an 85% chance of success. Vs. no-save spells (like power word: kill), his Fort save would be +16 vs. the DC 24, or 60%. Not bad for getting a free save.The devil then has a 85% chance of success vs. DC 25, closer to the original 77% success rate.
Whichever is most appropriate, I'd say. Most spells are pretty obvious - stuff like power word would be Fort; Abjuration, Conjuration, and Illusion spells still have no save, since they don't directly affect the target; Enchantment is Will (duh), and Evocation would be Reflex.As far as allowing SR creatures to make saves vs. no save spells, what type of save will they make? Fort? Ref? Will?
We could do that, but taking away the chance of a spell not working and not giving them anything in return (a free save, sans bonus) is nerfing it overly much, IMO. With a free save, there's still the chance of partial effects - half damage, sickness instead of nausea, reduced duration, etc.Why don't make SR a bonus to all the defenses (AC, saves) against magic effects, and nothing more?
That way you boost it against spells that have a SR entry, but you don't add the necessity of one more roll (if a spell doesn't have SR, it still won't have).