Spell Resistance...

DreamChaser said:
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.
Actually in 1e the system is functionally equivalent to 3e. The percentage chance is modified by the caster's level.

In 2e the percentage is flat.
 

log in or register to remove this ad

I would prefer to see SR rolled into the saves somehow. This would also combine two rolls into one (one roll to get past SR and then the save itself). It would also eliminate a line from spell descriptions (Spell Resistance Y/N).
 

The only real reason for SR is to give big monsters a better chance of resisting instakill spells. If they can fix the instakills, then a lot of the reason for SR goes away.
 

hong said:
The only real reason for SR is to give big monsters a better chance of resisting instakill spells. If they can fix the instakills, then a lot of the reason for SR goes away.

I'd argue that another reason for SR is to help give the Weapon Based Damage Dealers a chance to shine. A better example of this are golems with their Magic Immunity (before orbs at any rate). SR just gives more variety in the critters that casters have a harder time with.

I'd say the need for this was from spells being so powerful at later levels the fighters needed a reason to not just twiddle their thumbs.
 

Well, the damaging spells at high levels aren't really that damaging if you throw them at a single target (15d6 from horrid wilting averages to 50-55 points, halved on a successful save, which is puny compared what a 15th level tank could do). The real power is in instakills, shapechanging, or summoning lots of pets. But I could be wrong; most of my playing time is with warrior types.
 

Remove ads

Top