I'll add my experience playing a wizard to 15 and running two campaigns to 7 and 11.
I find the effective of magic resistance rests heavily on whether the creature has good saves and stats. Magic Resistance is phenomenal when the creature has a good save or stat that works against the spell or effect. If they don't have either, magic resistance is a minor speed bump. Given the wide array of stats you can attack, Magic Resistance isn't so bad. Even in 3E a lot of powerful creatures only missed saves on a 1. I'm ok with Magic Resistance.
Now Legendary Resistance is another matter. This definitely affected my spell choices. I found myself avoiding spells with saves as they ended up being useless against creatures with Legendary Resistance. Given the short duration of 5E combats and the other inherent limitations of spells like saving every round and magic resistance, I found myself choosing spells with attack rolls. Why bother having a spell that allows a save if the monster is going to easily shrug it off while everyone else is adding damage. You feel like you wasted your time when a creature uses Legendary Resistance to shrug off one of your rare higher level spells. It's must more reliable to use a spell with an attack roll that will do some guaranteed damage and possibly an additional effect. Legendary Resistance narrowed my spell selection substantially and forced me into attack roll spells or spells with no saves. That was its most dramatic effect.
I'm still not sure how much I like the Legendary Resistance mechanic. I understand why it is in the game as a single bad save can end a combat quickly. It does make casters like wizards feel impotent and put a higher premium on casters like warlocks or sorcerers that do more damage.
I find the effective of magic resistance rests heavily on whether the creature has good saves and stats. Magic Resistance is phenomenal when the creature has a good save or stat that works against the spell or effect. If they don't have either, magic resistance is a minor speed bump. Given the wide array of stats you can attack, Magic Resistance isn't so bad. Even in 3E a lot of powerful creatures only missed saves on a 1. I'm ok with Magic Resistance.
Now Legendary Resistance is another matter. This definitely affected my spell choices. I found myself avoiding spells with saves as they ended up being useless against creatures with Legendary Resistance. Given the short duration of 5E combats and the other inherent limitations of spells like saving every round and magic resistance, I found myself choosing spells with attack rolls. Why bother having a spell that allows a save if the monster is going to easily shrug it off while everyone else is adding damage. You feel like you wasted your time when a creature uses Legendary Resistance to shrug off one of your rare higher level spells. It's must more reliable to use a spell with an attack roll that will do some guaranteed damage and possibly an additional effect. Legendary Resistance narrowed my spell selection substantially and forced me into attack roll spells or spells with no saves. That was its most dramatic effect.
I'm still not sure how much I like the Legendary Resistance mechanic. I understand why it is in the game as a single bad save can end a combat quickly. It does make casters like wizards feel impotent and put a higher premium on casters like warlocks or sorcerers that do more damage.
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