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[3.5] They didn't fix SR
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<blockquote data-quote="Al'Kelhar" data-source="post: 1021252" data-attributes="member: 7884"><p>Thanks for all the useful contributions. I had missed that "amendment" to the Conjuration school. Lucky my specialist Evoker just picked up Conjuration (his previous opposition school) while dropping Enchantment and Illusion in his conversion to 3.5E.</p><p></p><p>I'd noticed a few gaffes in the posts since my last one yesterday, such as errors in interpretation of magic resistance in previous editions, Heighten Spell having some effect on SR, and use of multiple PrCs, magic items, and feats from outside the Core Rule Books to overcome SR. I won't go back and specifically answer them, particularly as it appears that the "rules for when SR should and should not apply" as per the DMG seem to have changed (I don't have my 3.5E books here at work, so I cannot compare the 3.0E DMG entry on Spell Resistance with the 3.5E entry). Just to make it clear to everyone, I'm not anti-SR, and since I am the principal DM of my playing group, I'd be more prone to shouting its benefits than decrying it.</p><p></p><p>My principal thesis about SR is simply this:</p><p></p><p>SR is a combat mechanic from the Core Rule Books. Like just about all combat mechanics, it is simply a "roll to succeed" mechanic. <strong>But where SR differs from every other combat mechanic in the Core Rule Books, there is no facility in the Core Rule Books</strong> (with the exception of two little-used feats)<strong> for a spell caster to modify his or her chance of making the roll to succeed</strong>.</p><p></p><p>That's it in a nutshell. I am not saying it is broken. It is simply <strong>inconsistent with every other combat mechanic</strong>. The question which follows from this statement is - why?</p><p></p><p>In terms of House Rules to "fix" this inconsistency, I'm tending towards either relevant spell casting ability modifier or spell level as a modifier to the roll. Spells, feats and magic items which affect either the relevant ability or the level of the spell then have the effect of modifying the roll to defeat SR. The latter has an attraction simply because it makes Heighten Spell a somewhat worthwhile feat (adds to both save DCs and chance to overcome SR in one), but the former seems more flexible. In the event that I chose the former, SRs would have to be increased slightly to take into account the "average" ability bonus.</p><p></p><p>Using the standard 25-point ability buy from which all D&D mechanics are derived, a primary spell caster of 1st-3rd level will have an ability modifier of +2 (from a 15 in the relevant ability), a primary spell caster of 4th-11th level will have an ability modifier of +3 (from a 16 (4-7) or 17 (8-11) in the relevant ability), a primary spell caster of 12th-19th level will have an ability modifier of +4, etc.</p><p></p><p>Then factor "average" stat-boosting magic items into the mix: +2 to the ability for a 12th-15th level spell caster, i.e. +1 to ability modifier; +4 to the ability for a 16th-19th level spell caster, i.e. +2 to ability modifier; +6 to the ability for a 20th+ level spell caster, i.e. +3 to the ability modifier.</p><p></p><p>So if the chance to overcome SR is dependent upon the relevant spell casting ability modifier, SRs should be increased as follows:</p><p></p><p>For CR1 to CR3 creatures: +2</p><p>For CR4 to CR11 creatures: +3</p><p>For CR12 to CR15 creatures: +5</p><p>For CR16 to CR19 creatures: +6</p><p>For CR20+ creatures: +8</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 1021252, member: 7884"] Thanks for all the useful contributions. I had missed that "amendment" to the Conjuration school. Lucky my specialist Evoker just picked up Conjuration (his previous opposition school) while dropping Enchantment and Illusion in his conversion to 3.5E. I'd noticed a few gaffes in the posts since my last one yesterday, such as errors in interpretation of magic resistance in previous editions, Heighten Spell having some effect on SR, and use of multiple PrCs, magic items, and feats from outside the Core Rule Books to overcome SR. I won't go back and specifically answer them, particularly as it appears that the "rules for when SR should and should not apply" as per the DMG seem to have changed (I don't have my 3.5E books here at work, so I cannot compare the 3.0E DMG entry on Spell Resistance with the 3.5E entry). Just to make it clear to everyone, I'm not anti-SR, and since I am the principal DM of my playing group, I'd be more prone to shouting its benefits than decrying it. My principal thesis about SR is simply this: SR is a combat mechanic from the Core Rule Books. Like just about all combat mechanics, it is simply a "roll to succeed" mechanic. [B]But where SR differs from every other combat mechanic in the Core Rule Books, there is no facility in the Core Rule Books[/B] (with the exception of two little-used feats)[B] for a spell caster to modify his or her chance of making the roll to succeed[/B]. That's it in a nutshell. I am not saying it is broken. It is simply [B]inconsistent with every other combat mechanic[/B]. The question which follows from this statement is - why? In terms of House Rules to "fix" this inconsistency, I'm tending towards either relevant spell casting ability modifier or spell level as a modifier to the roll. Spells, feats and magic items which affect either the relevant ability or the level of the spell then have the effect of modifying the roll to defeat SR. The latter has an attraction simply because it makes Heighten Spell a somewhat worthwhile feat (adds to both save DCs and chance to overcome SR in one), but the former seems more flexible. In the event that I chose the former, SRs would have to be increased slightly to take into account the "average" ability bonus. Using the standard 25-point ability buy from which all D&D mechanics are derived, a primary spell caster of 1st-3rd level will have an ability modifier of +2 (from a 15 in the relevant ability), a primary spell caster of 4th-11th level will have an ability modifier of +3 (from a 16 (4-7) or 17 (8-11) in the relevant ability), a primary spell caster of 12th-19th level will have an ability modifier of +4, etc. Then factor "average" stat-boosting magic items into the mix: +2 to the ability for a 12th-15th level spell caster, i.e. +1 to ability modifier; +4 to the ability for a 16th-19th level spell caster, i.e. +2 to ability modifier; +6 to the ability for a 20th+ level spell caster, i.e. +3 to the ability modifier. So if the chance to overcome SR is dependent upon the relevant spell casting ability modifier, SRs should be increased as follows: For CR1 to CR3 creatures: +2 For CR4 to CR11 creatures: +3 For CR12 to CR15 creatures: +5 For CR16 to CR19 creatures: +6 For CR20+ creatures: +8 Cheers, Al'Kelhar [/QUOTE]
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[3.5] They didn't fix SR
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