"# Spell Resistance should be explained so its effect can be better understood so let me see if I can't enlighten those who don't know what it means. Some creatures (like mature dragons, devils, and demons) get a SR rating. It is given as a numeric rating that a spellcaster must overcome to have hopes of having a spell being effective against them. This is regardless of whether or not the spell gets a saving throw normally (and if it does, they still get that saving throw even if SR failed). To penetrate SR, the caster makes a d20 roll + the caster's level versus a DC equal to the SR rating. Spell Penetration adds an additional +2 to the caster's roll. Example: Kurt the Conjurer (level 10) is trying to cast a Fireball against an Old Green Dragon (SR 24). Kurt has Spell Penetration: Evocation, giving him a +2 to penetrate the SR so his total against it will be d20 + 10 (level) + 2 (spell penetration) versus DC 24. He rolls a 12 for a total of 24. Just got it through. Now the Green Dragon still gets a saving throw to take only half-damage from the Fireball and Kurt better hope it fails because it probably isn't going to take too kindly to being singed."
Now my issue is mainly this, why do Drow have such a ridiculous ECL if their main attirbute is so useless in NS4? Sure, they get +2 Cha and Int as well or whatever and Darkness, but that is more of an ECL2 spreadsheet. I hope this isn't taken the wrong way but I would like to see the SR cap raised or the ECL lowered to balance the ledger. I'm not trying to rattle cages here, I'm just putting it out there for consideration.
Drow SR, 32 vs. lvl 25 caster (32 vs. 25+d20 is a continual losing situation). I'm thinking a more reasonable cap would be like 40-45, so that high lvl casters still have a little something to worry about.
Thanks.
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