The problem with SR is that
1) Its all or nothing: When you decrease a player's abilities- they have to get creative, its makes things more interesting. When you take away their abilities- that gets boring for players. High SR can do that to wizards.
2) Its more than just stoping a spell. It uses up a spell as well. With DR- you can take out a fighter's attack and his action, but that's all. SR not only takes out that, but also one of the wizards finite spell resources. While at high levels wizards have loads of spells, the high ones (the ones that matter at those levels) are only a portion.
So to fix this here's a variant that treats SR more like DR.
SR comes with two numbers x/y. X is the decrease in caster level (for the purposes of spell effects- not range) and spell dc, y is the caster check need to overcome SR. If the caster level is ever brought to 0, the spell fails.
So an example, a creature with SR 5/20
A 10th level caster casts fireball. He rolls a d20 + 10 and fails. His fireball still works, but now it only does 5d6 points of damage and has a -4 to the reflex DC. Harsh, but far better than a wasted fireball.
A 15th level caster casts fireball. His check has a very high chance of success, but lets say he also fails. The fireball does its full 10d6 (15-5 is 10, which is still 10d6) but the reflex save is still at a -4. So while the fireball might do full damage even with the SR, it will be much easier to make the same for half (or nothing with evasion).
The other advantage to this system is its customability. You can have many different types of SR now:
1) 1/40 - Very unlikely the caster can make this check, but only a small decrease in the effectiveness of the spell. Basically this creature reduces slightly any SR applied magic that you throw at it.
2) 5/21 - Moderate SR. A decent chance for a 10th level caster to beat, with a decent penalty should he fail.
3) 20/21 - Current SR. A 50/50 for a 10th level caster, and the spell will fail if the SR check fails.
4) 20/41 - virtual magic immunity. Unlikely any SR applicable spell will penetrate.
5) 20/10 - Weak magic user magic immunity. Against weak casters, the creature is practically immune to its magic, but easily penetrated by high level casters.
So it makes SR far less boring, much more versatile, and more of a hinderance to wizards instead of a roadblock- which was the reason they changed the DR system in 3.5 in the first place.
What do you all think?
1) Its all or nothing: When you decrease a player's abilities- they have to get creative, its makes things more interesting. When you take away their abilities- that gets boring for players. High SR can do that to wizards.
2) Its more than just stoping a spell. It uses up a spell as well. With DR- you can take out a fighter's attack and his action, but that's all. SR not only takes out that, but also one of the wizards finite spell resources. While at high levels wizards have loads of spells, the high ones (the ones that matter at those levels) are only a portion.
So to fix this here's a variant that treats SR more like DR.
SR comes with two numbers x/y. X is the decrease in caster level (for the purposes of spell effects- not range) and spell dc, y is the caster check need to overcome SR. If the caster level is ever brought to 0, the spell fails.
So an example, a creature with SR 5/20
A 10th level caster casts fireball. He rolls a d20 + 10 and fails. His fireball still works, but now it only does 5d6 points of damage and has a -4 to the reflex DC. Harsh, but far better than a wasted fireball.
A 15th level caster casts fireball. His check has a very high chance of success, but lets say he also fails. The fireball does its full 10d6 (15-5 is 10, which is still 10d6) but the reflex save is still at a -4. So while the fireball might do full damage even with the SR, it will be much easier to make the same for half (or nothing with evasion).
The other advantage to this system is its customability. You can have many different types of SR now:
1) 1/40 - Very unlikely the caster can make this check, but only a small decrease in the effectiveness of the spell. Basically this creature reduces slightly any SR applied magic that you throw at it.
2) 5/21 - Moderate SR. A decent chance for a 10th level caster to beat, with a decent penalty should he fail.
3) 20/21 - Current SR. A 50/50 for a 10th level caster, and the spell will fail if the SR check fails.
4) 20/41 - virtual magic immunity. Unlikely any SR applicable spell will penetrate.
5) 20/10 - Weak magic user magic immunity. Against weak casters, the creature is practically immune to its magic, but easily penetrated by high level casters.
So it makes SR far less boring, much more versatile, and more of a hinderance to wizards instead of a roadblock- which was the reason they changed the DR system in 3.5 in the first place.
What do you all think?
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