D&D 5E (2024) Spell Resistant Feat is what Spell Resistance ought to be.

I blame the singular proficiency bonus for this.
That wasn't the problem. Not having them scale was.

Nah.

The problem is the caster always adds their best prof and Abilty modifier and can choose spell saving throws so the target does not add their best proficiency and/or ability mods.

Partial scaling only partially fixes this.

To solve the issue, youd have to.. decide what you want... and do that. The bane of D&D's existance..
 

log in or register to remove this ad

Nah.

The problem is the caster always adds their best prof and Abilty modifier and can choose spell saving throws so the target does not add their best proficiency and/or ability mods.

Partial scaling only partially fixes this.

To solve the issue, youd have to.. decide what you want... and do that. The bane of D&D's existance..

Aware. Adding proficiency to all saves brings the gap a lot closer. Probably have a +2 or 3 bonus to specific saves via class on top of those saves plus ability scores. Martials get better saves.
 

Aware. Adding proficiency to all saves brings the gap a lot closer. Probably have a +2 or 3 bonus to specific saves via class on top of those saves plus ability scores. Martials get better saves.
Monster caster abity scores can get to 20+ so it is more +4 to +6 difference with a classed PC full proficiency on a bad abilty score.
 


Thats kind of close to what they used to be. Its a lot better than an 12 point swing on a bad save.
It used to be worse and better at the same time.

Poor save used to go up by 1 per 3 level.
Spell DC up by 9 (spell level) and 1 per 10 level plus stat boosting items..


But really, we need to determine what we consider Poor chances, Okay chance, Good Chance, Great chances of target's success of a spell.

Like this is my preference

CategoryChancesExample
Excellent85-100%Goristro (magic resist, high strength, Prof) vs Earthquake
Great70-80%Rogue (high Dex, Prof) vs Fireball, Yaunti (magic resist, high str) vs Entangle
Good60-70%Troll (high Con) vs Poison
Okay45-60%Barbarian (decent Dex) vs Fireball, Rogue (Prof) vs Maze
Poor20-45%Barbarian (poor Wis) vs Dominate Person, Wizard (low Str) vs Entangle
Terrible<20%Goblin (over leveled, low Wis) vs Fear

I'd like Spell resistance to give you 70% chance to resist a spell minimum.
 

It used to be worse and better at the same time.

Poor save used to go up by 1 per 3 level.
Spell DC up by 9 (spell level) and 1 per 10 level plus stat boosting items..


But really, we need to determine what we consider Poor chances, Okay chance, Good Chance, Great chances of target's success of a spell.

Like this is my preference

CategoryChancesExample
Excellent85-100%Goristro (magic resist, high strength, Prof) vs Earthquake
Great70-80%Rogue (high Dex, Prof) vs Fireball, Yaunti (magic resist, high str) vs Entangle
Good60-70%Troll (high Con) vs Poison
Okay45-60%Barbarian (decent Dex) vs Fireball, Rogue (Prof) vs Maze
Poor20-45%Barbarian (poor Wis) vs Dominate Person, Wizard (low Str) vs Entangle
Terrible<20%Goblin (over leveled, low Wis) vs Fear

I'd like Spell resistance to give you 70% chance to resist a spell minimum.

Ideally a 1-4 point difference between good and bad save. IMHO.

. Thats 5 point swing due to 20 ability scores cap, 6 point dump stat and point buy/stat array.
 
Last edited:

There are others ways to do that that are less heavy handed, that's why I prefer homebrew.
GMR is certainly not for every encounter. But it's a good way to throw a party that's come to depend on the caster's standbys of their game.

And because casters should have backup options, it's more than fair.

Also GMR doesnt stop Haste unfortunately.

Interesting you chose haste. Haste, while good, is one of the few spells that actually has, not only a decent effect, but a BIG downside. If the caster loses concentration, the target of the haste is a sitting duck - which can be fatal at higher levels.
 

GMR is certainly not for every encounter. But it's a good way to throw a party that's come to depend on the caster's standbys of their game.

And because casters should have backup options, it's more than fair.



Interesting you chose haste. Haste, while good, is one of the few spells that actually has, not only a decent effect, but a BIG downside. If the caster loses concentration, the target of the haste is a sitting duck - which can be fatal at higher levels.

This. I've put GMR in some DM specials. Haste has been used. You can also summon something or half damage from emanations are slower but reliable.

I also did a resist all damage DM special with GMR, 1 vulnerability and force was normal damage.

GMR does solve the anything with a weak wisdom save isn't worth its CR its printed on issue. Eg assassins, purple worms, a few giants.
 
Last edited:

GMR is certainly not for every encounter. But it's a good way to throw a party that's come to depend on the caster's standbys of their game.

And because casters should have backup options, it's more than fair.
Your right it is fair, but its also not my preference and non-interactable. My biggest issue is it punishes too many spells for the crimes of a few, as if 5e Phantasmal Killer needed any more nerfs, maybe they buffed it since I played though.


Interesting you chose haste. Haste, while good, is one of the few spells that actually has, not only a decent effect, but a BIG downside. If the caster loses concentration, the target of the haste is a sitting duck - which can be fatal at higher levels.
Not that big of a downside, breaking Concentration requires dealing damage to the mage which is not always that easy, and sometimes impossible, for example if they are hiding in another room. Sure you could hammer the party with dispels but this is also fairly heavy-handed, but your right that sometimes it is called for.
 

I'm confused by this feat. Can anyone explain it to me? Why it is limited in use (beyond balance). What does its limited use represent/modal in the game world? What does it mean when a character "uses" the feat? What is the character doing at that moment?

I don't allow mechanics I can't make sense of in the game world into my campaign, but I the idea of some characters being more resistance to magic than others. Can anyone help me out?

[Yes, this is an ongoing theme/problem I have with many new feats and mechanics. I'm trying to figure out how to adapt.]
 

Remove ads

Top