
WatersLethe |
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I hated spell resistance so much. "Oh, by the way, I know you're 10 levels into the game but just for the heck of it... here's a new mini-game you have to spend feats and stuff on to get around so you can be relevant again. Ta!"
I liked enemies that were flat out immune to spells better, because at least then I didn't feel like I was getting flogged by someone with a limp wrist.
Ignore me, I have feelings.

Captain Morgan |

And I think they put things like elemental resistance a bit more. Anyways like confirmation on crits it I think was just s piece of annoyance they don’t want to deal with anymore.
Actually, damage resistance and elemental immunities were kept way back. The conditional bonus to saves against magic is our new equivalent to spell resistance.

Mechalibur |

This is one of things I'm most excited about. A fellow player in one of my games is playing a sorcerer, and generally having a good time. But then the AP had a bunch of SR enemies in a row, and suddenly none of his offensive spells were worth a crap. Because enemies tend to have 11+CR SR, and we were fighting a lot of APL+2 enemies, he typically had a 40% chance for a spell to go through, and that's before even rolling for saves.
Yeah there are feats to help with it, but as a new player, he had no idea how borderline mandatory they are.

Draco18s |

This is one of things I'm most excited about. A fellow player in one of my games is playing a sorcerer, and generally having a good time. But then the AP had a bunch of SR enemies in a row, and suddenly none of his offensive spells were worth a crap. Because enemies tend to have 11+CR SR, and we were fighting a lot of APL+2 enemies, he typically had a 40% chance for a spell to go through, and that's before even rolling for saves.
Yeah there are feats to help with it, but as a new player, he had no idea how borderline mandatory they are.
On the other side of the coin, if players want to have Spell Resist: fox you, not allowed.
Oh, you mean I can buy it? I mean, sure, I can, but lets look at the cost for a second:
Spell Resist 13 (+2 equivalent). Requires armor already be magical, so this means that at a minimum its +3 Magic Armor (in terms of cost). That's 9000gp. Assuming you can't spend more than half of your wealth-by-level on a single item you need to be 7th level. That's APL+6 (meaning monsters need to roll an 6 or better if they are APL+0).
SR 15? +3 equiv. 16000gp. Can just barely squeeze this in at 8th, so APL+7.
SR 17? +4 equiv. 25,000gp. 10th level. APL+7 again.
SR 19? +5 equiv. 36,000gp. 11th level. APL+8.
Man, that sure looks worth it! And that's the optimistic best case. Remember this is ignoring all other bonuses and enhancements. For AC you're only getting a +1 even though your total enhancement is higher.
Even if you knock the cost down by a full +1 equivalence the numbers are awful. 5th, 7th, 8th, and 10th level for APL+x values of 8, 8, 9, and 9: still a full 2-3 points worse than monsters of your own level (as CL checks are almost always against a DC of APL+11 or higher).