Al'Kelhar said:However, it doesn't look like SR's changed at all from 3.0 to 3.5. I still maintain that SR is a poorly thought-out concept, and consideration should have been given to revising it in 3.5. Why is it a poorly thought-out concept? Because it is a simple "roll to succeed" concept (like most in D&D) but there is no way for characters to affect the roll - with the obvious exception of two feats (Spell Penetration, Greater Spell Penetration).
2. There's always a way of getting around DR - get the right weapon.
6. The feats which assist in overcoming SR are limited in use - i.e. they only assist in overcoming SR. Spell casters have limited numbers of feats, and won't take ones which are useful only in a few circumstances. The feats which assist in overcoming DR are useful against creatures without DR. Fighters get lots of feats and are quite happy to invest in feats which have limited use anyway.
Dagger75 said:I say we just go back to old 2ed way of spell resistance
Spell Resistance 50%
There you go, roll a percentile, no modifiers, no nothing. A 2nd level wizard has the same chance to get a spell through as a 20th level wizard.
National Acrobat said:Just my 2 cents, I can see where SR might need some sort of tweaking. I am currently running a group through City of the Spider Queen and the Drow SR has pretty much killed the Wizard and Sorceror in the group.
I don't, however, know quite what to do to fix it. 2 of the characters have spell resistance also (13th level monk and the 14th level wizard, Robe of the Archmagi) so whatever I do also affects them as well.
National Acrobat said:Yeah, but when the Wizard rolls 3 straight Natural 1's, there really isn't anything he can do about that. It fails.
Originally posted by FireLance
[3.5e] Conjuration, Spell Resistance and Golems
I just noticed something cool about the Conjuration school in 3.5e: Almost all the offensive spells, e.g. Acid Splash, Glitterdust, Melf's Acid Arrow, Web, Stinking Cloud, Evard's Black Tentacles, Cloudkill, Mordenkainen's Faithful Hound, Acid Fog, Incendiary Cloud, etc. do not allow spell resistance. This makes sense - the magic is used to bring something damaging to the location, but the damaging creature or substance is not itself magical.
The Conjuration school has now become the school of choice for offensive spells against spell resistant opponents.
What's more, the Immunity to Magic special quality of golems states that the golem "is immune to any spell or spell-like ability that allows spell resistance". Since these Conjuration spells do not allow spell resistance, they affect golems too! Well, except for Stinking Cloud and Cloudkill, which won't affect constructs.
Pax said:Not exactly correct. In 1E and 2E, Magic Resistance 50% was the number in effect against an 11th level spellcaster (and would correspond perfectly to SR21).
For every level above 11th, the Magic Resistance was lowered by 5%. For every level below 11th, it was increased by 5%.
Just like the 3E SR mechanic.
At high level (16-20) a caster can expect to face enemies with SR in the lo to mid 30's. A 16th level caster, with both feats, against a creature with a 33 SR has a 60 percent chance of failing.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.