WizarDru
Adventurer
Li Shenron said:My question is rather general. Why couldn't have D&D be designed with Saving Throws only and without SR?
The specific Saving Throws rules of 3.x might require SR for some case, but actually those rules are not that far from a form which would allow to get rid of SR.
A couple of reasons, IMHO.
First, it's a holdover from previous editions, where you had monsters that had a similar stat....usually things like Demons, Devils and the like. 3.0 conversion rules said take the 1e/2e magic resistance and divide by 5. Add the result to 11 to get their SR.
Second, it creates a simpler solution than extra saving throws or more complicated systems, and allows more granularity in the magic system. Creatures with SR generally are meant to be immune to direct magical attack or at least being slain by first level spells.

In system, there are three primary ways to ignore magic for a monster: resistance, immunity and saving throws. A saving throw doesn't JUST apply to spells, so giving a creature an ungodly high saving throw has external effects. Throwing everything into resistance is too simplistic, but giving selective bonuses is too complex, especially at high levels (where most resistance monsters live), when you have enough modifiers to worry about without adding those into the mix. Immunity is fine, but it's an all-or-nothing affair.
A combination of them allows you to create a demon who laughs off a fifth-level wizard's attempts to slay him, while cowering in fear from an archmage casting the same spell. It allows you to create spells that have the advantage of not being saved against, but that don't affect creatures with a high magical immunity (and vice-versa). For example, you can have a creature that can ignore a fireball, but not the results of a flaming arrow.