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General Tabletop Discussion
*Dungeons & Dragons
SR and DR; is there a place in Next for them?
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<blockquote data-quote="delericho" data-source="post: 5959490" data-attributes="member: 22424"><p>Maybe.</p><p></p><p></p><p></p><p>SR should either work like 3e DR, or like 3e Evasion.</p><p></p><p>That is, maybe SR only applies to some spells (SR 5/necromancy, or whatever), and reduces the effectiveness of those spells without necessarily just negating them.</p><p></p><p>Or, alternately, SR works like evasion, in that whereas a normal character takes half damage on a successful save, the creature with SR instead takes no damage. Again, I'd be inclined to limit this to specific types of spells only.</p><p></p><p></p><p></p><p>In theory, I like the 3.5e model. In practice, I <em>really</em> don't like the golf-bag that results.</p><p></p><p>I'd be inclined to reserve DR for <em>only specific, named monsters</em> (so not "the Balor", but rather "Quirmth the Destroyer", who is a <em>particular</em> Balor), and make the "special material" similarly a specific, named magic item. That then presents the PCs with an interesting choice: do they quest for the required item (with all the risks inherent in this), or do they face the BBEG without?</p><p></p><p>I'd also be inclined to have DR mean that the creature takes half damage, rather than reducing the damage by a fixed number. The 3e mechanism definitely favoured the big-hitting Power Attack types over the "death by a thousand cuts" frequent hit/low-damage types.</p><p></p><p></p><p></p><p>In principle, they should be in a module. Given that I doubt more than a fraction of possible modules will ever actually materialise, though, I'm leery of calling for too much to be deferred. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5959490, member: 22424"] Maybe. SR should either work like 3e DR, or like 3e Evasion. That is, maybe SR only applies to some spells (SR 5/necromancy, or whatever), and reduces the effectiveness of those spells without necessarily just negating them. Or, alternately, SR works like evasion, in that whereas a normal character takes half damage on a successful save, the creature with SR instead takes no damage. Again, I'd be inclined to limit this to specific types of spells only. In theory, I like the 3.5e model. In practice, I [i]really[/i] don't like the golf-bag that results. I'd be inclined to reserve DR for [i]only specific, named monsters[/i] (so not "the Balor", but rather "Quirmth the Destroyer", who is a [i]particular[/i] Balor), and make the "special material" similarly a specific, named magic item. That then presents the PCs with an interesting choice: do they quest for the required item (with all the risks inherent in this), or do they face the BBEG without? I'd also be inclined to have DR mean that the creature takes half damage, rather than reducing the damage by a fixed number. The 3e mechanism definitely favoured the big-hitting Power Attack types over the "death by a thousand cuts" frequent hit/low-damage types. In principle, they should be in a module. Given that I doubt more than a fraction of possible modules will ever actually materialise, though, I'm leery of calling for too much to be deferred. :) [/QUOTE]
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SR and DR; is there a place in Next for them?
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