Spell Resistance...

In 3e there are spells that allow a save but not SR, or SR but not a save. Unifying the mechanics would eliminate those distinctions. Is the simplicity and efficiency of a single roll worth that loss? I have no idea, personally.
 

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Scribble said:
Thats sort of how Saves are going to work... You'll have a save AC, and they roll against it...

How is this for a whacky idea?

If saves become like AC (a la Saga), then Spell Resistance could be handled like a miss chance (effectively becoming 'Spell Concealment') - thus giving a similar mechanism to the existing combat mechanism.

Spell Penetration could then have the same effect as Blindfight vs concealment, giving you two chances to avoid the miss chance.

Cheers
 


hong said:
Mind you, I'm not sure there's a lot of fans of the existing concealment mechanic either.
I never liked the fact that it doesn't take into account the skill of the attacker (except with the Blind-Fight feat).
 

Stalker0 said:
Just a wild thought, but with the SAGA reroll idea, what is SR just gave you the ability to reroll your saves?

I don't think it would work that way - first, the attacker rolls his attack number and compares that versus the saves of all those who are targeted (for example, in a fireball AoE), so if SR forced a reroll, that would apply to others targeted, too.
 

Keep in mind that SR also adds another twist: spells which would normally have a partial effect such as half damage, now have no effect.

Kind of like evasion, this could simply be rolled into the mechanic.

Creature without SR: beat (F/R/W) Defense of 15 for full damage, otherwise half.
Same creature with SR: beat (F/R/W) Defense of 19 for full damage, otherwise zero.
 

Plane Sailing said:
How is this for a whacky idea?

If saves become like AC (a la Saga), then Spell Resistance could be handled like a miss chance (effectively becoming 'Spell Concealment') - thus giving a similar mechanism to the existing combat mechanism.

Spell Penetration could then have the same effect as Blindfight vs concealment, giving you two chances to avoid the miss chance.

Cheers

This would be a step back to Magic Resistance in 1/2e and creates more die rolling rather than less. Not a big fan of the percentile "miss" chances.

DC
 


A while back I just translated Spell Resistance into a +X on Saves vs. Spells. I did this because SR was so highly considered in LA equations that it meant Drow were useless as a race and a friend of mine wanted to have Drow play a bigger part in his campaign setting. I carried it over for my Eberron game.

I figured that Dwarves were "resistant to magic" and got a +2 on saves vs. Spells, so why not increase that somewhat for SR.

I would be satisfied, for instance, if in D&D 4E the Drow as a playable race just get +4 Defense vs. Spells across the board, or some similar benefit.

--fje
 

SWSE concealment works on a penalty system, rather than a percentile system, which I hope to see carried over to 4e. I really hope the idea of SR is communicated as a significant bonus to your defense rating vs. spells rather than it's current incarnation, which produces another system when there doesn't need to be one.
 

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