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*TTRPGs General
High level caster "fix:" Reasonable or Outrageous
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<blockquote data-quote="ruemere" data-source="post: 4820119" data-attributes="member: 5515"><p>Could you rephrase the question, please? I am a bit lost as to what kind of relevance it has with regard to various fixes to SR mechanic.</p><p></p><p>My stand on Spell Resistance (as it should be) is as follows:</p><p></p><p>- Spell Resistance should be spell resistance, i.e. a quality improving characters ability to reduce or avoid spell effects. For the sake of simplicity, "spell effects" include also effects of supernatural abilities, spell like abilities, magic item abilities and abilities which produce lasting magic effects.</p><p></p><p>- abilities which produce tangible objects (incorporeal and force objects are considered tangible), elemental effects, energy effects, force effects are NOT subject to Spell Resistance</p><p></p><p>- illusions: figments, glamers and shadows are not subject to spell resistance</p><p>- lllusions: patterns - the mind affecting part is subject to spell resistance</p><p>- illusions: phantasms - subject to spell resistance</p><p></p><p>- it is not possible to dispel or counter magic effects using spell resistance, however, with a successful save, character benefiting from this quality could temporarily ignore magic effects for a set period of time. </p><p></p><p>- spell resistance should NOT bestow modifiers to saves (we have too many of them already), it should function like Evasion or Mettle with regard to effects listed above</p><p></p><p>Reasoning:</p><p>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).</p><p></p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 4820119, member: 5515"] Could you rephrase the question, please? I am a bit lost as to what kind of relevance it has with regard to various fixes to SR mechanic. My stand on Spell Resistance (as it should be) is as follows: - Spell Resistance should be spell resistance, i.e. a quality improving characters ability to reduce or avoid spell effects. For the sake of simplicity, "spell effects" include also effects of supernatural abilities, spell like abilities, magic item abilities and abilities which produce lasting magic effects. - abilities which produce tangible objects (incorporeal and force objects are considered tangible), elemental effects, energy effects, force effects are NOT subject to Spell Resistance - illusions: figments, glamers and shadows are not subject to spell resistance - lllusions: patterns - the mind affecting part is subject to spell resistance - illusions: phantasms - subject to spell resistance - it is not possible to dispel or counter magic effects using spell resistance, however, with a successful save, character benefiting from this quality could temporarily ignore magic effects for a set period of time. - spell resistance should NOT bestow modifiers to saves (we have too many of them already), it should function like Evasion or Mettle with regard to effects listed above 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). Regards, Ruemere [/QUOTE]
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