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<blockquote data-quote="Immortal Sun" data-source="post: 7583609"><p>I'm kinda indifferent to the save issue. For me, it's about the math. Working from 10 is IMO, simpler than working from 8. Everyone knows what 10+X is, it's X with a 1 in front of it. But I just find working from 8 requires more thought, even for only a second, and that adds up over a 4+hour session.</p><p></p><p>I'm not a fan of fumble rules. They're usually over-punishing on melee types while they leave casters completely alone. Rules that punish melee while ignoring casters really need to go the way of the dodo. </p><p></p><p>I run spell resistance as dealing half damage. Just like all the other resistances or vulnerabilities. It's odd to me to use the word "resistance" to develop two different things. Attack rolls are the same, save rolls are the same. Effects are halved.</p><p></p><p>To echo [MENTION=22103]GlassJaw[/MENTION] my issue with Identify in older editions was that it was tedious. If you had time, a character could basically say "I cast Identify until I identify it!" but they still had to go through the motions, which I mostly ignored. It was also one of those "class taxes" or if we had an arcane caster, a spell tax. I'd rather not tell my players "Hey, you need to have XYZ spell because I'm going to have you sitting around for hours casting it on end to figure out what every magic item does." I like that characters have at least chance to identify an item without Identify, but I do agree it sometimes feels too easy.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7583609"] I'm kinda indifferent to the save issue. For me, it's about the math. Working from 10 is IMO, simpler than working from 8. Everyone knows what 10+X is, it's X with a 1 in front of it. But I just find working from 8 requires more thought, even for only a second, and that adds up over a 4+hour session. I'm not a fan of fumble rules. They're usually over-punishing on melee types while they leave casters completely alone. Rules that punish melee while ignoring casters really need to go the way of the dodo. I run spell resistance as dealing half damage. Just like all the other resistances or vulnerabilities. It's odd to me to use the word "resistance" to develop two different things. Attack rolls are the same, save rolls are the same. Effects are halved. To echo [MENTION=22103]GlassJaw[/MENTION] my issue with Identify in older editions was that it was tedious. If you had time, a character could basically say "I cast Identify until I identify it!" but they still had to go through the motions, which I mostly ignored. It was also one of those "class taxes" or if we had an arcane caster, a spell tax. I'd rather not tell my players "Hey, you need to have XYZ spell because I'm going to have you sitting around for hours casting it on end to figure out what every magic item does." I like that characters have at least chance to identify an item without Identify, but I do agree it sometimes feels too easy. [/QUOTE]
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