Mistah J
First Post
Hey folks,
I was looking over the various armour enhancements in the DMG and I thought to myself, "I wonder if anyone else feels that the Spell Resistance qualities are lacking?" I mean, don't get me wrong, spell resistance is a pretty potent factor in the D&D world and the ability to just buy it should be watched carefully. Yet, there is something about the way it is done that makes me feel it just isn't worth it.
You can get SR 13, 15, 17, and 19 for +2, +3, +4, and +5 enhancement bonus respectivley. The upper ones seems kind of low for that kind of price (not just money mind you, but also the "price" of giving up a limited amount of enhancement bonus). I didn't do all the math, but it feels like if your character is at the point where they can afford a +5 to their armour - the spellcaster's they face wouldn't consider SR 19 a problem.
Anyway, while I was thinking this it dawned on me that the most usual instances of SR derived from the formula base number + HD (or character level). Usually they have a cap too and that's just fine.
Would it be so bad to have the armour enhancement follow the same principle? Each version has a particular base, then you add the HD of the wearer - making sure to include a cap, or maybe not (Drow don't have one for instance). Or maybe the lower versions do and the highest ones don't..
It's a rough idea, but I'd like some input if you got it.
I was looking over the various armour enhancements in the DMG and I thought to myself, "I wonder if anyone else feels that the Spell Resistance qualities are lacking?" I mean, don't get me wrong, spell resistance is a pretty potent factor in the D&D world and the ability to just buy it should be watched carefully. Yet, there is something about the way it is done that makes me feel it just isn't worth it.
You can get SR 13, 15, 17, and 19 for +2, +3, +4, and +5 enhancement bonus respectivley. The upper ones seems kind of low for that kind of price (not just money mind you, but also the "price" of giving up a limited amount of enhancement bonus). I didn't do all the math, but it feels like if your character is at the point where they can afford a +5 to their armour - the spellcaster's they face wouldn't consider SR 19 a problem.
Anyway, while I was thinking this it dawned on me that the most usual instances of SR derived from the formula base number + HD (or character level). Usually they have a cap too and that's just fine.
Would it be so bad to have the armour enhancement follow the same principle? Each version has a particular base, then you add the HD of the wearer - making sure to include a cap, or maybe not (Drow don't have one for instance). Or maybe the lower versions do and the highest ones don't..
It's a rough idea, but I'd like some input if you got it.