| Thistleknot |
I don't get Spell Resistance. It's a flat % chance that isn't modified by stats or values.
Wouldn't it more d20ish to translate that flat % into a +1 on a save for every 5%? It would save time on multiple rolls.
I know the balance would be set off, but it just makes more sense to me. A Level 20 drow and a level 1 drow are gonna have the same Spell Resistance, and then a follow up saving throw vs the magic. I would think that just giving them the follow up saving throw in itself with a bonus for their spell resistance makes more sense.
What do you guys think?
Beckett
|
So, lets say you have a 5th level caster trying to cast a spell against a 3rd level Drow.
The 5th level would roll 1d20 + 5 (their caster level) and need to beat a 9 on the Spell Resistance check, (that is to say roll a 4 or better).
Depending on what spell it is, the spell may fail completely, or just not affect that target. For example, if the spell where fireball, and the character DID NOT beat the SR, the Drow would not be hurt at all, and not even need to roll a Refl Save. The spell just fizzle around them. However, the fireball still goes off otherwise, so anyone else in the are would need to see if they are hit and make a save still.
On the other hand, Inflict Light Wounds, if it does not beat the SR, is completely wasted.
as for teh % -> Save bonus, it is not balanced at all, but not in the way you mean. Caracters with high saves are going to become immune to magic, even if their SR would otherwise be low, while characters with poor saves might not see much benefit at all, even if they have fairly high SR.