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*TTRPGs General
High level caster "fix:" Reasonable or Outrageous
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4820115" data-attributes="member: 710"><p>I like it and don't like it.</p><p></p><p>Conjurations as cheap way around Spell Resistance is <em>lame</em>. </p><p></p><p>But forcing two rolls on many spells (touch attack or save + spell resistance) is bad for gameplay. </p><p>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. </p><p></p><p>I think the best take on it would indeed be to use Spell Resistance differently: </p><p></p><p>Minor Spell Resistance: Spell Resistance <= 5 + CR: +2 to save vs spells and +2 to AC vs spells. </p><p>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.</p><p>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.)</p><p>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.)</p><p></p><p>The last type of spell resistance is so strong that it negates the entire spell, not just its effect on the target.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4820115, member: 710"] I like it and don't like it. Conjurations as cheap way around Spell Resistance is [I]lame[/I]. 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. [/QUOTE]
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