Remathilis
Legend
So I was thinking...
Part of 4e's rationale for removing spell resistance (SR) and Damage Reduction (DR) was to no longer hose a PC from a combat. Thus, a creature with high SR hoses the mage, a creature with high DR hoses the fighter (and rogue), etc. This made sense in the action economy of 4e (along with the HP drain system) and the desire to balance all encounters for maximum PC fun.
I wonder; if such goals are no longer prevalent in Next, does that leave the door open to the return of SR and DR? The more important question is, should they return?
Spell Resistance (that's Magic Resistance for you grognards) was a chance that magic failed when used against a creature. Some monsters had tiny amounts, but some of the iconic baddies (drow, gith, demons and devils) had it in spades. Raksashas had stupidly high SR, for example. The idea was that magic (or at least direct effect magic like fireball or magic missile) was dicey, if not a waste to use on these foes. They were better faced with cold steel, summoned foes, or other indirect magic. Still, it did have the effect of sitting the mage out of fights.
Damage Reduction comes in a few flavors; all or nothing based on magical + (TSR era) and Resistance overcome by certain plus's or materials (3e and later). Each had a few benefits and drawbacks. All or nothing highlighted the need for magic weapons to overcome mythic foes (vampires, golems, dragons, demons, and other outer-planar beasties), while DR showed how a frost giant could still damage a white dragon without needing a +3 greatclub to do it. (Though AD&D did allow HD of monsters to overcome normal weapon immunity). Attack based on bonus emphasized more powerful weapons needed to face more powerful foes (like needing a mighty +4 weapon to face off against a balor) while item-based DR often tied to the mythic weaknesses (fey = cold iron, golems = strong than steel weapons, lycanthropes = silver) but then required the "golf bag" of different DR-breaking materials. High DR gave fighter's pause and let spellcasters shine. A foe with high DR AND SR was often a dangerous foe to the ill-prepared party.
In a game emphasizing tactical combat, these shut-you-down methods seem ham-fisted. But in a game emphasizing exploration, they could be used to allow certain classes to shine. I wouldn't mind a way to incorporate these elements back in, but I can see a lot of reasons to exclude them as well.
So all this to my questions.
1.) Is the a place for DR/SR in the next edition of D&D?
2.) How should SR be handled to keep wizards from directly nuking, but still active in a fight?
3.) How should DR be done: all or nothing? Resist partial blows? Should it be against silver, magic, +X items, or various special materials based on monster?
4.) Should it be a module, or part of the core experience?
Part of 4e's rationale for removing spell resistance (SR) and Damage Reduction (DR) was to no longer hose a PC from a combat. Thus, a creature with high SR hoses the mage, a creature with high DR hoses the fighter (and rogue), etc. This made sense in the action economy of 4e (along with the HP drain system) and the desire to balance all encounters for maximum PC fun.
I wonder; if such goals are no longer prevalent in Next, does that leave the door open to the return of SR and DR? The more important question is, should they return?
Spell Resistance (that's Magic Resistance for you grognards) was a chance that magic failed when used against a creature. Some monsters had tiny amounts, but some of the iconic baddies (drow, gith, demons and devils) had it in spades. Raksashas had stupidly high SR, for example. The idea was that magic (or at least direct effect magic like fireball or magic missile) was dicey, if not a waste to use on these foes. They were better faced with cold steel, summoned foes, or other indirect magic. Still, it did have the effect of sitting the mage out of fights.
Damage Reduction comes in a few flavors; all or nothing based on magical + (TSR era) and Resistance overcome by certain plus's or materials (3e and later). Each had a few benefits and drawbacks. All or nothing highlighted the need for magic weapons to overcome mythic foes (vampires, golems, dragons, demons, and other outer-planar beasties), while DR showed how a frost giant could still damage a white dragon without needing a +3 greatclub to do it. (Though AD&D did allow HD of monsters to overcome normal weapon immunity). Attack based on bonus emphasized more powerful weapons needed to face more powerful foes (like needing a mighty +4 weapon to face off against a balor) while item-based DR often tied to the mythic weaknesses (fey = cold iron, golems = strong than steel weapons, lycanthropes = silver) but then required the "golf bag" of different DR-breaking materials. High DR gave fighter's pause and let spellcasters shine. A foe with high DR AND SR was often a dangerous foe to the ill-prepared party.
In a game emphasizing tactical combat, these shut-you-down methods seem ham-fisted. But in a game emphasizing exploration, they could be used to allow certain classes to shine. I wouldn't mind a way to incorporate these elements back in, but I can see a lot of reasons to exclude them as well.
So all this to my questions.
1.) Is the a place for DR/SR in the next edition of D&D?
2.) How should SR be handled to keep wizards from directly nuking, but still active in a fight?
3.) How should DR be done: all or nothing? Resist partial blows? Should it be against silver, magic, +X items, or various special materials based on monster?
4.) Should it be a module, or part of the core experience?