Chris_Nightwing
First Post
I like the ideas presented, but I think the implementation needs a little work..
For instance, the 4 auto-saves, well, that's quite a lot of work for the DM in my opinion, figuring out when best to use them - and it leads to this dynamic where the DM wants to know what spells he ought to save them for, so asks the players what they have prepared, and it becomes adversarial. I would rather the effective condition immunity be built in via the legendary actions. You could also let it have advantage on all saves, as magic resistance.
The legendary actions, again, seem like a lot of work for the DM, and they might be a bit skewed. Can each one only be used once each round? Otherwise the healing 20hp 4 times could drag the fight out forever. With regards to conditions - would the perfect legendary action not be 'make another saving throw against something affecting you'? Also if you really want to balance the action economy, give one such action at the end of each player's turn. The Fighter acts, moves in and attacks, BAM the dragon tailwhips him over; the Wizard tries to lock him down with a stun, BAM it makes another save to wrestle free of it (and it can try again after the next player if that fails).
For instance, the 4 auto-saves, well, that's quite a lot of work for the DM in my opinion, figuring out when best to use them - and it leads to this dynamic where the DM wants to know what spells he ought to save them for, so asks the players what they have prepared, and it becomes adversarial. I would rather the effective condition immunity be built in via the legendary actions. You could also let it have advantage on all saves, as magic resistance.
The legendary actions, again, seem like a lot of work for the DM, and they might be a bit skewed. Can each one only be used once each round? Otherwise the healing 20hp 4 times could drag the fight out forever. With regards to conditions - would the perfect legendary action not be 'make another saving throw against something affecting you'? Also if you really want to balance the action economy, give one such action at the end of each player's turn. The Fighter acts, moves in and attacks, BAM the dragon tailwhips him over; the Wizard tries to lock him down with a stun, BAM it makes another save to wrestle free of it (and it can try again after the next player if that fails).