Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
SR change: No longer all or nothing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 1024976" data-attributes="member: 5889"><p>The problem with SR is that </p><p>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.</p><p></p><p>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.</p><p></p><p>So to fix this here's a variant that treats SR more like DR.</p><p></p><p>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.</p><p></p><p>So an example, a creature with SR 5/20</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>The other advantage to this system is its customability. You can have many different types of SR now:</p><p></p><p>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.</p><p></p><p>2) 5/21 - Moderate SR. A decent chance for a 10th level caster to beat, with a decent penalty should he fail.</p><p></p><p>3) 20/21 - Current SR. A 50/50 for a 10th level caster, and the spell will fail if the SR check fails.</p><p></p><p>4) 20/41 - virtual magic immunity. Unlikely any SR applicable spell will penetrate.</p><p></p><p>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.</p><p></p><p>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.</p><p>What do you all think?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1024976, member: 5889"] 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
SR change: No longer all or nothing
Top