Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="charlesatan" data-source="post: 3446841" data-attributes="member: 20870"><p>1) Flavor-wise, there will be arguments whether the orb spells work or not. "What makes sense" is relative especially when magic is involved. You can think of the orb spells as a spellcaster conjuring a virtual hand grenade of the appropriate element. Or you don't believe it should ignore SR, it's still a magical force. Suffice to say, if you want to believe in it enough, you'll find an explanation. If you don't want to, you'll find a counter-explanation.</p><p></p><p>2) Game mechanics-wise, I like the orbs. Mainly because it gives the mages something to do when facing magic immune creatures aside from the "hide behind the fighter argument". I'm a firm believer that the party should contribute something to every encounter no matter how big or small (and so I'm a fan of encounter traps as well as it gives the other party members aside from the Rogue something to do).</p><p></p><p>3) Contrary to what some of you might believe, the Orbs aren't intruding in the area of evokers. A) The orb spells aren't an auto-hit--you need to make a ranged touch attack roll. It's easier to hit than a normal ranged attack but it's far from an auto-hit. Also bear in mind that spellcasters tend to have crappy BAB bonuses. A 10th-level Wizard let's assume will have an attack bonus of +8 (+5 from BAB, +3 from Dex [+1 normal, +2 cat's grace]). A Rogue will probably have a touch AC of 18 (10 base, +1 deflection (ring of protection), +7 Dex [+5 normal, +2 cat's grace]). That's around a 45% miss chance. Of course less nimble classes will be easier to hit but then again, they will have more hit points. B) Game mechanics-wise, except in situations where the challenges your party is facing actually has SR or spell immunity, I'll most likely go for other spells, such as Lightning Bolt or Fireball. They're one level lower for one thing. For another they affect multiple targets. And they are auto-hits (except with people with Evasion). And occupy a lower spell slot (for metamagic goodness).</p><p></p><p>4) Orb of Force for me is different from the other "elemental" Orbs. Yes, it is quite good. But that's also why the damage cap has been lowered compared to the other orbs.</p><p></p><p>5) The orbs for me are a nice addition to the set of energy subtype spells. I mean aside from ray of frost and ice storm, how many other cold spells are there below 5th-level and pre-Spell Compedium? (Protection from Energy fits the bill but that's leaning more towards defense rather than offense.)</p></blockquote><p></p>
[QUOTE="charlesatan, post: 3446841, member: 20870"] 1) Flavor-wise, there will be arguments whether the orb spells work or not. "What makes sense" is relative especially when magic is involved. You can think of the orb spells as a spellcaster conjuring a virtual hand grenade of the appropriate element. Or you don't believe it should ignore SR, it's still a magical force. Suffice to say, if you want to believe in it enough, you'll find an explanation. If you don't want to, you'll find a counter-explanation. 2) Game mechanics-wise, I like the orbs. Mainly because it gives the mages something to do when facing magic immune creatures aside from the "hide behind the fighter argument". I'm a firm believer that the party should contribute something to every encounter no matter how big or small (and so I'm a fan of encounter traps as well as it gives the other party members aside from the Rogue something to do). 3) Contrary to what some of you might believe, the Orbs aren't intruding in the area of evokers. A) The orb spells aren't an auto-hit--you need to make a ranged touch attack roll. It's easier to hit than a normal ranged attack but it's far from an auto-hit. Also bear in mind that spellcasters tend to have crappy BAB bonuses. A 10th-level Wizard let's assume will have an attack bonus of +8 (+5 from BAB, +3 from Dex [+1 normal, +2 cat's grace]). A Rogue will probably have a touch AC of 18 (10 base, +1 deflection (ring of protection), +7 Dex [+5 normal, +2 cat's grace]). That's around a 45% miss chance. Of course less nimble classes will be easier to hit but then again, they will have more hit points. B) Game mechanics-wise, except in situations where the challenges your party is facing actually has SR or spell immunity, I'll most likely go for other spells, such as Lightning Bolt or Fireball. They're one level lower for one thing. For another they affect multiple targets. And they are auto-hits (except with people with Evasion). And occupy a lower spell slot (for metamagic goodness). 4) Orb of Force for me is different from the other "elemental" Orbs. Yes, it is quite good. But that's also why the damage cap has been lowered compared to the other orbs. 5) The orbs for me are a nice addition to the set of energy subtype spells. I mean aside from ray of frost and ice storm, how many other cold spells are there below 5th-level and pre-Spell Compedium? (Protection from Energy fits the bill but that's leaning more towards defense rather than offense.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
Top