Re: Don't compare SR & DR
dok said:
First, since you insist on comparing apples to oranges, lets' look at monster DR & CR. Low CR monsters are suggested to have DR x/5, High CR monsters are suggested to have DR x/15, and anything between probably gets x/10.
Indeed, comparing SR and DR is comparing apples and oranges. However, because of the SR mechanic - roll to succeed with no possible variation within the control of the character -
there is nothing else to compare SR with in D&D. This is actually the thrust of my argument. A character can do nothing to change the likelihood of success in this roll except gain levels - at which point, the theory goes, he's facing creatures with higher SR anyway.
"Unfair!" you say, "Casters can only cast one spell a round in 3.5!"
Except that higher levels spells are meant to be the equivalent of multiple attacks for fighters. Around the time the fighter gets his second iterative attack, the wizard gets Fireball, which is a major increase in power. Around the time the fighter picks up his third attack, the wizard has Cone of Cold. A fighter gets his fourth attack around the time of Horrid Wilting.
I agree with you, as one can hardly disagree with the statement that "each level of spell casting is an increase in power". But the level of the spell is irrelevant to the chance of it affecting a creature with SR (unlike say, the magic resistance of daemons in 2E).
There is a way around SR: use the right spell. Not all spells allow for SR. Each spell says whether it does or not.
There are very few that directly affect an unwilling spell resistant creature. This theory is supported by the description of SR in DMG. You might be able to indirectly affect such a creature by creative use of a spell (use the telekinesis to drop a rock on it, etc.), but actually inflicting damage etc. by the spell itself is invariably subject to SR.
And even for spells that do allow SR, there's a way to beat it: roll high enough. As stated earlier, most SR is CR +10, which is around 50/50 chance for a primary spellcaster.
My point exactly (apart from SR is usually CR + 11). It is a flat chance with no feasible ability for the character to alter that chance.
Here again, your analogy breaks down. SR isn't like DR; it's like a miss chance that the character can actually effect. If you want to compare DR to something, compare it to energy resistances, which are also a fixed amount, and in 3.5 work exactly the same on a per-attack basis.
...
Again, your comparison is flawed. Physical attacks don't have saving throws because you roll an attack versus an AC. The 'saving throw

C' mechanic is identical to the 'attack:AC' mechanic, with the role of who rolls the die reversed.
..
And creatures don't get saving throws against some spells.
...
Here again, it's a bad comparison, because you're leaving out some key points. A monster who is 'just hurt' because of DR will drain more party resources than the same monster without DR. How? By living longer, thus making more attacks & dealing more damage. A character can make any number of physical attacks, but he can't take an endless amount of attacks. Spells are a finite resource; so are hit points.
I agree the analogy between SR and DR is poor. As stated above, there is simply nothing to compare SR with because of its mechanic - flat chance of spell working, no way of character altering that chance. In relation specifically to:
Physical attacks don't have saving throws because you roll an attack versus an AC. The 'saving throw

C' mechanic is identical to the 'attack:AC' mechanic, with the role of who rolls the die reversed.
How many ways exactly can a character influence the attack roll other than by gaining levels? Hey, I've run out of fingers and toes, not sure what I'm going to use next... </sarcasm>
A wizard casting against a monster with SR will fail anywhere from 25% to 75% of the time, but assuming he's using strong spells, he will do tremendous damage.
This response does not take into account the fact that (a) spells are limited resources, hence the "strong" spell is often not available because of limited spell selection (either it's not in the spellbook/repertoire, or hasn't been memorised for the day because of other possibilities which the "generalist" wizard always has to take into account); and (b) saving throws.
At higher levels, SR becomes much more common. Which means that feats that beat SR become more useful.
As opposed to, say, feats which increase damage against all opponents, increase the DCs of saving throws of a whole class of spells, increase duration, area, level etc. of spells, or allow you to create marvellous magic items "at will"? I maintain that, on the whole, Spell Penetration and Greater Spell Penetration are less useful than most other feats spell casters can take.
Nope. SR is just fine. If you want to compare DR to something, compare it to Energy Resistances. If you really want to compare SR to something, compare it to a miss chance like Incorporeal or Displacement.
"Hey, Incorporeal is broken & unfair to fighters. It's a 50% miss chance even with a magic weapon. And the only way to negate that is with a weapon enhancement that only works for Incorporeal creatures. And the way magic weapons are priced, that throwaway, limited-use +1 effect is waay too costly at higher levels."
"Hey, miss chances from concealment are unfair to fighters. A wizard can fire area effect spells, but a fighter has to target his foes and have a chance of missing, no matter what level they are. And there's only one feat to help it: Blind Fighting. And that only helps in a very specalized situation. It needs to be fixed!"
< /sarcasm >
My point being - there are ways by which the character can alter his or her chances of affecting incorporeal and concealed opponents - most of them magical. But the D&D system specifically contemplates these mechanisms. The D&D system does not specifically contemplate any mechanism - other than the two feats mentioned before - for defeating SR.
In the interests of moving on to some fixes, just off the top of my head:
1. Spell level is added to the caster level check to overcome SR. Similar to 2E daemon magic resistance, and Heighten Spell has a new use.
2. Ability modifier is added to the caster level check to overcome SR. The spells and magic items which modifier relevant abilities become useful (does
anyonetake
fox's cunning now that its duration is 1 min/level?).
3. A specific spell or spells are used to lower SR - a la
lower resistance from 2E
Tome of Magic.
4. Magic items grant the benefits of Spell Penetration or Greater Spell Penetration feats.
Cheers, Al'Kelhar.