Drow Campaign: SR or no SR?

axp_dave

First Post
I've been thinking of putting together a campaign where the PC's are a Drow house ranked at the bottom of the city. It should provide a lot of opportunity for combat, intrigue, politics, and side stories.

My big question is what to do with Spell Resistance (SR). Drow are EL +2 and have SR 10+ level. Most encounters will be Drow vs. Drow. Playing a campaign where most of the enemies and NPC's have SR seems like a hard time for playing a cleric or wizard. Of course the players would benefit as well, but it seems like since both PC's and NPC's have SR it would lower the overall magic level, and even the fun for a wizard or cleric player. Imagine having to make SR rolls every spell you throw as a player.

I'm thinking of taking out SR for the Drow in this campaign. What do you think of this??? I figure taking out the SR for a Drow player/NPC would make it a EL +1. Not that EL is very important as this would affect all players and NPC's across the board (all players will be Drow), but it would help determine encounters. Please tell me if you think this is balanced and how you would feel playing a mage or cleric if SR remained in the campaign in a Drow city campaign.

Thank you,
David
 

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If everyone is drow, then there's no need to bother with level adjustments. Just pretend it doesn't exist.

As for spell resistance: how annoying would all the extra rolls be? And do you think it would ruin the fun for the spellcasters? Personally, I think it would be an important part of their little drowy worlds, but if it would kill you and your group's fun, axe it and forget it. :)

Just promise me that none of your characters will be good-aligned drow rebelling against their society and wielding dual scimitars. :)
 

Fun thing about the DC on SR 10 + level - a Cleric/10 will have SR 20.... and a caster level check of 1d20+10, which will succeed on a roll of 10-20 - 55% of the time. A Wiz/5 will have SR 15.... and a caster level check of 1d20+5 - again, getting past his own SR on a roll of 10-20 - 55% of the time. Sure, half a dedicated casters SR permitted spells will fail... but that just adds to the randomness. Leave it in.
 

Drow innate SR never made sense to me. Why are the wizards and clerics on top of a society full of people hungry for power who can resist their spells quite well.
 

Spell Penetration and Greater Spell Penetration make that a lot easier to deal with. Also there are bucket loads of no SR spells (basically the entire school of conjuration). I say leave it in, its part of the world. Rather than changing it, try to see how it would effect their society in realistic ways.
 

If you get rid of SR, you'd be making a really big change in the way drow culture would otherwise work. In short, there would be a lot more emphasis on magic than might otherwise be the case. If that's all right with you, then fine. But it's something to be aware of. Having spell resistance gives added value to all those drow fighters running around.
 

Ogrork the Mighty said:
Having spell resistance gives added value to all those drow fighters running around.

And adds to the tension of the oppressed males who are mostly the fighters and lower caste. It's like having slave or pressed soldiers who might go off the deep end if they are opressed too much. How much *is* the house matron willing to push her male fighters? Too far and they might bring the whole house down... Not enough and the house can't compete with the other houses...
 

Also, SR is dependant on the target, penetration is dependant on the caster - if the matriarch is, say, a dedicated caster 5 levels above the highest male, her chance to penetrate his SR jumps from 55% (at even levels) to 80%... add in Spell Penetration and Greater Spell Penetration, and that's a perfect 100% chance of penetrating the oppressed male's resistance....
 

Just remember healing spells cast in combat have to get through spell resitance unless the recipient uses a standard action to drop it for one round.
 

I would keep it in, its part of what makes drow, drow.

Wizards and clerics won't be useless, but they certainly will have to play a different game. Different feats, but more important different spell selection. They may use more conjurations and spells that change the environment then a normal wizard or cleric would/
 

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