Fourth Edition D&D

3.5e spells specify "Spell Resistance: Yes" or "Spell Resistance: No", and, iirc, has a rule that creatures with innate spell resistance can lower it as a move action.
 
From the system reference document...
Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)

To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.

Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

A creature’s spell resistance never interferes with its own spells, items, or abilities.

A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.

Spell resistance does not stack. It overlaps.
 
therefore, if you think that playing a LEVEL one Drow and needing 8,000 XP to get to level 2 and be completely immune to spells is fun, then go right ahead.

my campaign i made them fun and playable (thats probly why i have such a grudge, coz i usually have at least one per play group :) )
 
therefore, if you think that playing a LEVEL one Drow and needing 8,000 XP to get to level 2 and be completely immune to spells is fun, then go right ahead.
I think this is a misunderstanding, because Drow aren't supposed to be played at level one. They have a +2 level adjustment, meaning that they have to start at level three. (2 LA + 1 class level) Additionally, they're far from immune; it's more like half of spells have just over half a chance of affecting them.
 
I think this is a misunderstanding, because Drow aren't supposed to be played at level one. They have a +2 level adjustment, meaning that they have to start at level three. (2 LA + 1 class level) Additionally, they're far from immune; it's more like half of spells have just over half a chance of affecting them.
yes their ECL is three, but they get the abilities of a level one of their class (NOT free levels :p )
 
therefore, if you think that playing a LEVEL one Drow and needing 8,000 XP to get to level 2 and be completely immune to spells is fun, then go right ahead.

my campaign i made them fun and playable (thats probly why i have such a grudge, coz i usually have at least one per play group :) )

That was one thing I houseruled. The experience penalty stayed the same, so a PC of ECL+1 was only a 1000exp behind his mates and not always an entire level, in class level. Class levels eventually outweighing racial bonuses.
 
Now that Hasbro has had WotC owned, you can bet on an edition being released every 5-8 years.
Actually, that isn't too bad, imho, as long as they'd not tie the sourcebooks to the edition. If they'd just re-release perhaps 2 core books (what in the olden days would have been the Player's Handbook and the Dungeon Masters Guide, I don't know if that's true anymore), I'd be ok with a re-release every now and then, if there was actual improvements.

But buying all new sourcebooks is a big no-no. No way I'm buying 10 new books for some rules changes.

Come to think about it, the sourcebook milking is probably the worst scam of all. Does anyone remember the insane amount of sourcebooks for 2ed AD&D. There was stuff like "the High-Level Elf Magic-Users Guide", "the Half-Kobold Bard Handbook" and "Monstrous Compendium Vol. LVII : Paper Dragon - Undead Cactus"
 
Yeah, I remember them and the boxes full of them in the basement. I really like the Eberron world and it sounds like not much will change with 4e, hopefully. Granted, the only gaming I do anymore is through Fantasy Grounds as most of my players have moved out of town due to career changes.
 
yeah they better make the darn system backwards compatible. all of the issues in 3.0 and 3.5 were they're fault and not ours. don't want to pay for new sourcebooks unless they are planescape 4e
 
Actually, that isn't too bad, imho, as long as they'd not tie the sourcebooks to the edition. If they'd just re-release perhaps 2 core books (what in the olden days would have been the Player's Handbook and the Dungeon Masters Guide, I don't know if that's true anymore), I'd be ok with a re-release every now and then, if there was actual improvements.

But buying all new sourcebooks is a big no-no. No way I'm buying 10 new books for some rules changes.

Come to think about it, the sourcebook milking is probably the worst scam of all. Does anyone remember the insane amount of sourcebooks for 2ed AD&D. There was stuff like "the High-Level Elf Magic-Users Guide", "the Half-Kobold Bard Handbook" and "Monstrous Compendium Vol. LVII : Paper Dragon - Undead Cactus"

When I run 2ed games, we just use the players handbook and maybe the DMs guide. The rest, I just made up: Okay, old, big ass red dragon? 300 hps, ac -4 and thaco 5 or normal hobgoblin 9 hp, 18 thaco, ac 6 for example.

As for the dragon/drow magic resistance, the older the dragon, the more likley the spell will reflect/do nothing. Oh, and normal weapons don't work on them either. Dragons are bad asses. Oh, and Svirfneviblen(whatever) do have magic resistance.
 
Drow, monstrous races, and other strange choices as PC, I think every DM gets at least one or two of these types of requests for their game.

My solution of it was simple.

Drow are generally reviled by every good aligned surface dwelling race. Hell, they're the damned boogie men from underground. Shop keepers would be loath to deal with drow, even going so far as to close up shop before they came in. Constant pressure from the law/constablary. Difficulty to find any master willing to train you, and to say nothing of guild status - what guild master would willingly allow a drow to join the ranks, or a half-sahaughin, or a quarter-troll, or whatever bullcrap monstrous race some fan-boy player wanted to play? Also, what about the other adventuring parties who want to carve a name for themselves in your monster hide? You finally get a shot to relax in the common room of the "Pig and Whistle" and half way through your meat pie and listening to the skald perform his latest song, some fighter jumps down from the 2nd floor landing and tries to take you out while his buddies play back up. And what do you think happens when the local law enforcement show up? Who do they usually arrest? You know it!

Sorry, but when you are the type of person that is usually killed and reviled on sight - you make a poor PC. Its like going to the local mall in full nazi regalia, head shaved, and trying to get the sales girl in the Gap to sell you a polo shirt. I think you can count to 100 before securty shows up to talk with you about leaving now.

My 2 coppers

Vanadorn

Modules = D1-3, etc

No constables, no shops, no friendlies. Does the drow need to enter the town with the party? Of course, no Lawful Good PCs... You could allow a lawful neutral paladin, and "convert" an existing PC's align to accomodate the drow.

Regarding the "Nazi in our midst" ... is the d&d world doomed to rabid racism?

I'll take a 20dex, max con, fighter+acrobat+mage(illusionist?), at average xp for group, double specialized dagger dual-fisted, nodplzthx. I do not suffer a penalty for second hand due to dex, and weapon speed supercedes inniative on any big weapon or decent spell - basically, no losing inniative, attack per round 2/3 single hand = 2/round dual). Successful illusionist spells could allow (albiet dangerous) NPC interaction. Magic resistance from race, physical "resistance" from acrobat (dex based)... For items I'll take dex gloves and boots. 4 daggers, 2 of those heavy for throwing to inturrupt a spell or ranged weapon attack. Cloak of displacement.
 
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