hong said:
The same arguments why D&D has ablative hit points should apply to spells.
I don't like SR for much of the same reasons mentioned before. I suggest applying this or one of the other standard D&D mechanisms to SR. I have tried to come up with two examples below.
Ablative SR
SR works like hit points. Each creature has a SR rating in the form of SR/resistance points. Depleting all of a creatures resistance points makes the SR go away. This makes it usefull for lesser casters to contribute spells as well, in effect saturating a creature's spell resistance.
Resistance points are (re)gained as hit points, and you could think of mechanisms similar to fast healing and regeneration which apply to SR.
Situational SR
SR works akin to AC. Each creature has a standard SR rating, but others have more ways of affecting a creature's SR. What should happen is the same thing when the fighters meet a high AC creature; they start tripping, flanking, aiding another, grappling etc. For example:
- Each spell cast on a SR creature in the same round lowers its SR by 2.
- Spells with the a descriptor antithetical to the creature (good vs. evil) add a +4 bonus to your caster level check.
- For spells that have a save, you can lower the save DC by 1 in return for a +1 bonus on caster level checks.
etc.
What do you think of these solutions? More suggestions are welcome.