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General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
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<blockquote data-quote="Rystil Arden" data-source="post: 3458470" data-attributes="member: 29014"><p>The trouble is in the balancing of it--reduce it to 10d6 cap? Not enough--that has no effect on the Orb-user until level 11, and it is still an issue with 1/3 less damage even at the end. The things that are weak at Touch AC and counting on SR are still screwed. </p><p></p><p>Reflex half? Even at half damage, it can potentially be a problem, and now unless they have Evasion, you know they're taking at least some--things that will fail a Reflex save on something other than 1 are more common than things with Evasion, so this is kind of like nerfing it to 2/3 again (1/2 assuming everyone always make their save guaranteed except for a 1, +1/6 for the net gain of times when they don't make the save minus the Evasioners = 4/6 = 2/3). The good news is that many of the things counting on SR have good Reflex and will usually take half--in a game where you changed it this way, I would expect Ring of Evasion to become an item that every dragon owned (and perhaps she owns two in case one of them is deactivated for a round by Dispel magic).</p><p></p><p>~~~</p><p></p><p>Fixing the SR is easy, and though as you mention, it still does a <em>lot</em> of damage against monsters with low touch AC and no SR / resistances, so does Metamagicked Scorching Ray, which is only a level 2 spell. Those monsters are designed knowing that they don't have any of those things, and they have CR accordingly. The trouble comes when the things are balanced not expecting the ultimate nuke to ignore SR (Dragons, for one, are screwed. Golems become pathetic. The AMF defense strategy, which is a valid trade normally, is rendered laughable--was it Karinsdad or Nail who had a character bite the dust from that one, I can't remember)</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3458470, member: 29014"] The trouble is in the balancing of it--reduce it to 10d6 cap? Not enough--that has no effect on the Orb-user until level 11, and it is still an issue with 1/3 less damage even at the end. The things that are weak at Touch AC and counting on SR are still screwed. Reflex half? Even at half damage, it can potentially be a problem, and now unless they have Evasion, you know they're taking at least some--things that will fail a Reflex save on something other than 1 are more common than things with Evasion, so this is kind of like nerfing it to 2/3 again (1/2 assuming everyone always make their save guaranteed except for a 1, +1/6 for the net gain of times when they don't make the save minus the Evasioners = 4/6 = 2/3). The good news is that many of the things counting on SR have good Reflex and will usually take half--in a game where you changed it this way, I would expect Ring of Evasion to become an item that every dragon owned (and perhaps she owns two in case one of them is deactivated for a round by Dispel magic). ~~~ Fixing the SR is easy, and though as you mention, it still does a [I]lot[/I] of damage against monsters with low touch AC and no SR / resistances, so does Metamagicked Scorching Ray, which is only a level 2 spell. Those monsters are designed knowing that they don't have any of those things, and they have CR accordingly. The trouble comes when the things are balanced not expecting the ultimate nuke to ignore SR (Dragons, for one, are screwed. Golems become pathetic. The AMF defense strategy, which is a valid trade normally, is rendered laughable--was it Karinsdad or Nail who had a character bite the dust from that one, I can't remember) [/QUOTE]
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No spell resistance vs. Orb spells? Why?
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