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How to balance the shield spell?
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<blockquote data-quote="tetrasodium" data-source="post: 9028836" data-attributes="member: 93670"><p>it wasn't confusing though, they had purpose. You my as well be saying hit points hit dice damage dice are confusing terms because they share words. Here's a good writeup from the 3.5mm</p><p>[spoiler="BTC: SR&DR"]</p><p>Behind the curtain: Spell Resistance & Damage Reduction</p><p>Too much spell resistance or damage reduction can' make a monster virtually unbeatable at the Challenge Rating you're aiming for. <strong>Too little, and the monster might as well not: have any at all. Since any character will have the caster level or magic weaponry necessary to penetrate the creature's defense.</strong></p><p>Spell Resistance: If you choose to give your monster this ability. you'll probably want to set the resistance number equal to the creature's CR+11 Tim means that a character of a level equal to the creature's will have a 50%”: chance to overcome the monster's spell resistance (Barring Spell Penetration Feat). For example. a 12th-levecharacter has a 50% chance to overcome spell resistance 23, so 23 is</p><p>a good spell res-stance number for a CR 12 creature. You may need to adjust a creature's spell resistance number after</p><p>you finally settle on a CR {or the creature...</p><p>If you want a highly magic-resistant creature. set the monster's spell resistance higher than CR +11 For lesser resistance set the spell resistance lower. For each point of resistance. you'll change the change the chance of successfully overcoming spell resistance by 5%. For example. a 12tlevel caster has a 45% chance to overcome spell resistance 24. and no chance to overcome spell resistance 33</p><p><strong>Damage Reduction:</strong> Assigning a damage reduction value can be tricky. Setting the value. too high can make a creature virtually immune</p><p>to physical attacks. On the other hand. most player characters carry some magic weapons. so setting the value too low can result in an ineffective ability.</p><p>Recommended</p><p>Target CR - Recommended Damage Reduction</p><p>0~2 - None</p><p>3—5 - 5</p><p>6—13 - 10</p><p>14-20 - 15</p><p></p><p>Remember. even if player characters can hurt the monster. lesser creatures in the game world often cannot hurt the creature. nor can the</p><p>player character's cohorts or any creatures their summon.</p><p>[/spoiler]</p><p>They were all detailed a bit in the DMG (ph298ish) but the MM section nicely covers use</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9028836, member: 93670"] it wasn't confusing though, they had purpose. You my as well be saying hit points hit dice damage dice are confusing terms because they share words. Here's a good writeup from the 3.5mm [spoiler="BTC: SR&DR"] Behind the curtain: Spell Resistance & Damage Reduction Too much spell resistance or damage reduction can' make a monster virtually unbeatable at the Challenge Rating you're aiming for. [B]Too little, and the monster might as well not: have any at all. Since any character will have the caster level or magic weaponry necessary to penetrate the creature's defense.[/B] Spell Resistance: If you choose to give your monster this ability. you'll probably want to set the resistance number equal to the creature's CR+11 Tim means that a character of a level equal to the creature's will have a 50%”: chance to overcome the monster's spell resistance (Barring Spell Penetration Feat). For example. a 12th-levecharacter has a 50% chance to overcome spell resistance 23, so 23 is a good spell res-stance number for a CR 12 creature. You may need to adjust a creature's spell resistance number after you finally settle on a CR {or the creature... If you want a highly magic-resistant creature. set the monster's spell resistance higher than CR +11 For lesser resistance set the spell resistance lower. For each point of resistance. you'll change the change the chance of successfully overcoming spell resistance by 5%. For example. a 12tlevel caster has a 45% chance to overcome spell resistance 24. and no chance to overcome spell resistance 33 [B]Damage Reduction:[/B] Assigning a damage reduction value can be tricky. Setting the value. too high can make a creature virtually immune to physical attacks. On the other hand. most player characters carry some magic weapons. so setting the value too low can result in an ineffective ability. Recommended Target CR - Recommended Damage Reduction 0~2 - None 3—5 - 5 6—13 - 10 14-20 - 15 Remember. even if player characters can hurt the monster. lesser creatures in the game world often cannot hurt the creature. nor can the player character's cohorts or any creatures their summon. [/spoiler] They were all detailed a bit in the DMG (ph298ish) but the MM section nicely covers use [/QUOTE]
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