Assay Spell Resistance

If Assay Resistance was moved to a casting time of 1 Std Action, I suspect most of the opposition to this spell would evaporate. We all know that the real commodity during combat is actions. Who ever has the most wins.
 

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Nail said:
If Assay Resistance was moved to a casting time of 1 Std Action, I suspect most of the opposition to this spell would evaporate. We all know that the real commodity during combat is actions. Who ever has the most wins.

Reminds me of the 3.0e haste spell... it wouldn't have been a bad spell IMO if it had taken, for example, 1 full round to cast it. Unfortunately as it stood there was no opportunity cost for casting it (because you started getting extra actions that very instant!).
 

Grog said:
I wonder how many people arguing against this spell have actually played a high-level arcane spellcaster.

Because let me tell you, it is incredibly frustrating to watch your spells bounce off your enemies like ping-pong balls because of the SR and incredibly high saving throw bonuses that many high CR monsters possess. If there's something out there that helps deal with that problem, I'm all for it.

1) Rogues have to come up with alternative ways of overcoming undead/plant/construct/elemental encounters. Wizards have to come up with alternative ways of overcoming extra-high SR encounters and Fighters have to come up with alternative ways of overcoming extra-high AC encounters. It is a design feature (or at least -was- a design feature originally :))

2) I've never seen wizards shut down by the SR of a foe. Have a slightly tougher time of it, yes, but shut down completely? No.
 

zlorf said:
Its about compremise not about going from one extreme to another.
I agree maybe casters have it tough against SR. Maybe 2 feats arnt worth it to get +2 (or so) to your roll. You already made a good sugestion about keeping your spell if it doesn't bypass SR or was that sacasm? Maybe it need some extra thought but its a start.
It was half-serious, but there are way too many problems with a reclaiming a spell that penetrates SR. For instance, if my lightning bolt fails to fry a mind flayer, then getting it back depends on whether or not its umber hulk slave was caught in the path.

Btw have you ever DM'ed? If not you should try :)
Yes indeed, I play one week (an evoker in RHoD, currently), and DM the next (Expedition to the Demonweb pits at the moment). Life is good....for now. :)
 

Plane Sailing said:
1) Rogues have to come up with alternative ways of overcoming undead/plant/construct/elemental encounters. Wizards have to come up with alternative ways of overcoming extra-high SR encounters and Fighters have to come up with alternative ways of overcoming extra-high AC encounters. It is a design feature (or at least -was- a design feature originally :))
Well, I think that sort of :):):)-for-tatting is not fun for anybody ("I was useless last fight, now it's your turn..."), which is why we have a thread going right now about the myriad options available to allow a rogue to sneak attack undead and constructs. And it's why we have this thread about the reduced impact of SR. Designers are wising up methinks.

And note that for rogues and fighters, there is no waste of resources when their attacks aren't effective (beyond the waste of the action itself). Spells are a different matter.

2) I've never seen wizards shut down by the SR of a foe. Have a slightly tougher time of it, yes, but shut down completely? No.
As has been said, SR isn't a huge obstacle to someone who's prepared for it. There's not even much of a cost associated with such preparations (like lessened overall damage output). That's why assay resistance isn't a huge deal. It just puts certain spells back in the running.
 
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That came evident last night.

A socceror who as we know gets heaps of spells, if they starting picking spells with swift and immediate actions certainly get the upperhand in most situations.

Cheers
Z


Nail said:
If Assay Resistance was moved to a casting time of 1 Std Action, I suspect most of the opposition to this spell would evaporate. We all know that the real commodity during combat is actions. Who ever has the most wins.
 

it reads as all day. You can make the standard resistance spell permanent if you what, it normally last for a minute. No mention of just for your next save in the description for Superior.

Cheers
Z

Felon said:
I think Superior Resistance is +6 to the first save you make within the next 24 hours.
 

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