Kid Charlemagne
I am the Very Model of a Modern Moderator
SR = +X on saves and AC vs Spells
I think I prefer some other method - just from a flavor point of view. I want it to feel different somehow from facing any other opponent.
SR = +X on saves and AC vs Spells
I think I prefer some other method - just from a flavor point of view. I want it to feel different somehow from facing any other opponent.
How about making SR more like Evasion, or allowing a second saving throw (or both)? What's the ability that allows you to make a second save versus an enchantment effect... Mettle?
SR is one of the things that seems to me to not work very well in 3.X. I think the key thing is to make the benefit something that is both simple mechanically, and also is thematically similar to other familiar effects, making it easy to recall when it comes up.
How much of a creature's power is wrapped up in SR? Would it be that big of a deal to nerf it? Because I personally would love to.
Another idea off the top of my head (building off of Wulf's "reactions" mechanic): what if a creature with SR could use a reaction to resist a spell? The demon holds out his hand, and the spell dissipates harmlessly - or it walks up to the Solid Fog, holds out his hand, and then passes through it.
I worry about There/Not There effects and how it will play with verisimilitude. Sometimes it just doesn't make sense for one creature in the group to "not be affected" by an ongoing spell effect he's standing in the middle of, when that effect is shaping reality around him.
If you conjure up a Wall of Fire, the guy with SR can walk right through. But if you conjure up the same Wall of Fire in an old library, and all the books catch on fire... what then?
[...]To answer you original question I see no issues with no save, no SR spells in general. Specific spells yes, all spells no. I'd also like to see what spells Rumere thinks have the potential for abuse (forewarned is forearmed).
Reasoning:
3.5 version of spell resistance adds another roll to resolution process. It often abused by designers (too many creatures base their CR on high SR, while in reality the monsters are often poorly designed... golems come to mind) and quite a lot of spells circumvent it SR completely, providing unfair advantages to certain spell users (or owners of spell supplements).
I like it and don't like it.
Conjurations as cheap way around Spell Resistance is lame.
But forcing two rolls on many spells (touch attack or save + spell resistance) is bad for gameplay.
Aside from that, some spells are in fact "balanced" with these benefits. Not the Orb spells, but Melfs Acid Arrow with an attack and spell resistance sucks compared to Scorching Ray.
I think the best take on it would indeed be to use Spell Resistance differently:
Minor Spell Resistance: Spell Resistance <= 5 + CR: +2 to save vs spells and +2 to AC vs spells.
Normal Spell Resistance: Spell Resistace <= 10 + CR: +2 to saves vs spells and +2 to AC vs spells. On a succesful save, the spell has no effect.
Good Spell Resistance: Spell Resistance <= 15 + CR: +2 to saves vs spells and +2 to AC vs spells. On a succesful save, the spell has no effect on the creature, on a failed save, spells deal only half damage, has their duration reduced in half, and any other numeric effects are reduced in half (if beneficial to the target.)
Superior Spell Resistance: Spell Resistace > 15+ CR: +2 to saves vs spells and +2 to AC vs spells. On a succesful save, the entire spell fails. On a failed save, the spell deals only half damage, has its duration reduced in half, any other numeric effects are reduced in half (if beneficial to the targets.)
The last type of spell resistance is so strong that it negates the entire spell, not just its effect on the target.