Re: Optional Spell Resistance
I hope I'm not being too blunt when I say this idea sucks.
The ONLY way to fix SR to be meaningful is with my original idea of using EL to figure out SR, as caster level for penetration, and for all other such things.
Simply put, do it as follows:
Find out the difference between the SRs as-is and the current CR ratings from the books. For example, a Lemure has SR 5 and is CR 1. This is a +4 difference.
Then you figure out the new CR and EL by the UK system. By the new system, a Lemure is CR 2 and EL 5.
Now you take the difference between the original SR and CR and add it to the new EL from UK's system. For the Lemure, this means 5+4, or SR 9.
For CR purposes, and this is a minor thing that already has to be done with creatures that create spawn anyway, find the difference between the new SR and the old SR. For the Lemure, that would be 9-5, or 4. Now add that value of the extra SR into the CR value of the creature. For hte Lemure, this would be 2.75 + 0.4, giving us a final CR of 3.15 for the creature. If this increases CR/EL, adjust things. CR 3 means EL 7, and that means 7+4 gives the Lemure SR 11 at this point. Repeat this step until CR/EL does not increase. Most of the time, there will be no increase, and for most epic monsters, the CR/EL will DECREASE! For the Lemure, we have an extra 2 SR, so 3.15 + 0.2 gives us 3.35, a final CR rating that is no bigger or smaller than the previous. Done. This final step, however, may be pedantic and needless, and thus it should be optional. There actually is no need to recalculate anything because a good enough calculation has already been made using the original SR.
Now when PCs go up against the creature, take the new SR. For the Lemure, we'll skip the final step and say it has SR 9 for this test. Spell penetration is done using *actual* EL numbers (NOT PEL). Against the Lemure, a Level 1 spellcaster PC (EL 1) would need an 8, a Level 2 spellcaster PC (EL 5) would need a 4, a Level 3 spellcaster PC (EL 7) would need a 2, and any spellcaster of a higher level than that would penetrate on a 2 as well. This works at ALL levels.
Anyway, with that, and even without the final recalculation step, the SR problem is 100% fixed. Even the feats and stuff make sense again! Not only that, but despite the lengthy explanation, it is a piece of cake to determine the new SR ratings, especially if you skip that last step. (Other testers and UK can check to see if that step is actually needed or not. I don't think it is necessary, to be honest, but I posted it just in case someone wanted to see it.) Anyway, problem solved. SR remains useful at all levels, the numbers never get too high or low, and everything works out perfect!
Upper_Krust said:Hi all!
A number of people have commented that Spell resistance should be tied to Encounter Levels rather than Challenge Ratings (or Hit Dice I suppose).
But until recently I wasn't happy with how this affected certain feats (spell penetration; greater spell penentration or [epic] improved spell resistance etc. or indeed similar divine abilities) and magic items.
However, let me know what you think of this solution:
All spell resistance is equal to challenge rating.
All spell penetration is equal to caster level converted directly to challenge rating.
Then you convert everything to Encounter Level and use the difference needing a base 11 to penetrate (+/- EL difference)
eg. 20th-level Wizard with spell penetration and greater spell penetration feats. SP = 24 (which converts to CR 24) = EL 19.
Barbazu = CR 11 = EL 14
Pit Fiend = CR 27 = EL 19
GW Red Dragon = CR 56 = EL 24
Atropal = CR 90 = EL 26
Hecatonchiere = CR 126 = CR 28
The 20th-level wizard needs:
6 to affect Barbazu (75% chance)
11 to affect Pit Fiend (50% chance)
16 to affect GW Red Dragon (25% chance)
18 to affect Atropal (15% chance)
20 to affect Hecatonchiere (5% chance)
Any comments?
One problem is how SR is then factored to CR. My initial idea would be that it increases EL by one. Which we can reverse engineer to find the CR modifier.
eg. GW Red Dragon is CR 54 (EL 23) without factoring SR. But applying SR makes it EL 24 (and arguably CR 62 since at that measure of power EL is increased every 8 CR).
Any more comments?
Personally I really like both solutions, brings back a 1st Ed. dynamic.![]()
I hope I'm not being too blunt when I say this idea sucks.
The ONLY way to fix SR to be meaningful is with my original idea of using EL to figure out SR, as caster level for penetration, and for all other such things.
Simply put, do it as follows:
Find out the difference between the SRs as-is and the current CR ratings from the books. For example, a Lemure has SR 5 and is CR 1. This is a +4 difference.
Then you figure out the new CR and EL by the UK system. By the new system, a Lemure is CR 2 and EL 5.
Now you take the difference between the original SR and CR and add it to the new EL from UK's system. For the Lemure, this means 5+4, or SR 9.
For CR purposes, and this is a minor thing that already has to be done with creatures that create spawn anyway, find the difference between the new SR and the old SR. For the Lemure, that would be 9-5, or 4. Now add that value of the extra SR into the CR value of the creature. For hte Lemure, this would be 2.75 + 0.4, giving us a final CR of 3.15 for the creature. If this increases CR/EL, adjust things. CR 3 means EL 7, and that means 7+4 gives the Lemure SR 11 at this point. Repeat this step until CR/EL does not increase. Most of the time, there will be no increase, and for most epic monsters, the CR/EL will DECREASE! For the Lemure, we have an extra 2 SR, so 3.15 + 0.2 gives us 3.35, a final CR rating that is no bigger or smaller than the previous. Done. This final step, however, may be pedantic and needless, and thus it should be optional. There actually is no need to recalculate anything because a good enough calculation has already been made using the original SR.
Now when PCs go up against the creature, take the new SR. For the Lemure, we'll skip the final step and say it has SR 9 for this test. Spell penetration is done using *actual* EL numbers (NOT PEL). Against the Lemure, a Level 1 spellcaster PC (EL 1) would need an 8, a Level 2 spellcaster PC (EL 5) would need a 4, a Level 3 spellcaster PC (EL 7) would need a 2, and any spellcaster of a higher level than that would penetrate on a 2 as well. This works at ALL levels.
Anyway, with that, and even without the final recalculation step, the SR problem is 100% fixed. Even the feats and stuff make sense again! Not only that, but despite the lengthy explanation, it is a piece of cake to determine the new SR ratings, especially if you skip that last step. (Other testers and UK can check to see if that step is actually needed or not. I don't think it is necessary, to be honest, but I posted it just in case someone wanted to see it.) Anyway, problem solved. SR remains useful at all levels, the numbers never get too high or low, and everything works out perfect!