D&D 5E (2014) Sell/unsell me on Magic Resistance and Legendary Resistance

CapnZapp

Legend
Put simply: I'm sceptical to these two 5th Edition mechanisms:

Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.

Magic Resistance. The monster has advantage on saving throws against spells and other magical effects.


Legendary resistance puts me, the DM, into a situation I don't want to be in - gaming the PCs abilities. In a split second, when I see the dice failing my monster, I need to judge if a given spell is survivable, or if I need to use one of these autosuccesses.

Also, I'm not confident in how the players will take it. Getting your big shiny new spell neutered automatically doesn't sound like fun, especially with how few big spells you get.

Finally, while I can see some game value in using lower-levelled spell to try to "draw out" the legendary resistance before I use up my big guns (that is, I see a value in any game mechanism that can explain why a spellcaster would want to not cast his biggest spells right away; since a combat against a BBEG is better off when not short-circuited in the very first round anyway).

Have you experienced high level play? What did your players think of it?

Myself, I can appreciate the simplicity of the rule, but I can't shake the feeling it would be possible to create a general framework that allowed BBEGs to absorb "save or suck" spells gradually. I'm thinking "three strikes and you're out", and specifically, how, at two strikes, you're down, but not out.

I'm prepared for some complexity when it comes to BBEG solo monsters. I would have loved if, say, Hold Monster, took "chunks" out of a BBEG one third at a time; meaning a single Hold Monster would slow down or irritate a solo monster but would not take it straight out. Two Hold Monsters would cripple it, but still not render it harmless.

---

When it comes to Magic Resistance, I realize this is the simplified Spell Resistance.

But it still feel like a blanket "cheat code". Advantage means a demon, say, with 50% chance of making a save now has a 75% chance.

It basically means spellcasters are screwed. Go do something indirect instead, like raise a wall, or buff a party member. Or stay in the background pew-pewing your cantrips.

This is connected to the sharp limitation on spell slots in the edition. You simply can't afford to chance a spell when you need to cast four on average to get it in; especially since so many spells allow a save each round.

If you have a 75% chance of nailing a spell, this means there's a 42% chance the spell will hold for a decisive three rounds.

But with only a 25% chance, that probability drops to less than 2%!

That's an overwhelmingly huge difference, that simply weren't there in previous editions. You simply don't cast spells at monsters with magic resistance.

In previous editions, a 25% chance was just that: a 25% chance of nailing a monster for "plenty enough time" (one minute, one round per level, etc). You might think a 25% chance is still one in four in 5E, but as shown above, it's much much worse than that.

Should Magic Resistance be limited to the initial save only?

What do you think?
 

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It's needed. Especially against some higher-level spells with can totally neuter a high CR monster; I'm looking at you Feeblemind. It does not, in my experience, screw spellcasters in the slightest. It keeps spellcasters from absolutely winning the game with a single spell.
 

You're slightly over rating advantage, the effect is closer to changing 50% into 67% but that's still a big impact.

Legendary Resistance has been a good mechanic in my game. The players quickly recognized the strategy of making monsters choose between resisting a medium powered spell or holding out for the big one like Hold Monster. It helps battles feel more "legendary" so my players seem to be more excited about overcoming a big foe than bothered by lost spells.

Magic Resistance is similar. It doesn't show up very often and it is not nearly as irritating to the players as the % to have no effect rule. I do tell them when spells work less well than expected due to MR so they adjust tactics based on what they've learned.

Neither of those is really trying to sell you but the mechanics have been successful in my game that just reached 10th level.
 

It's needed. Especially against some higher-level spells with can totally neuter a high CR monster; I'm looking at you Feeblemind. It does not, in my experience, screw spellcasters in the slightest. It keeps spellcasters from absolutely winning the game with a single spell.
I'm not saying "have no extra defense".

I want to hear your opinion on Wotc's specific implementations. :)
 

Legendary resistance puts me, the DM, into a situation I don't want to be in - gaming the PCs abilities. In a split second, when I see the dice failing my monster, I need to judge if a given spell is survivable, or if I need to use one of these autosuccesses.
You can just as easily not be in that situation by deciding on a basic way in which you intend to use legendary resistance - whether that is against the first three saves the creature fails, against only things that failing the save means reduction in the legendary monster's ability to affect the party (i.e. stun, paralysis, restraining, and so on) or things which cause damage while the creature is already below half hit points (should the saves not already be used up before that point), and then sticking with that no matter what the players have their characters do.

Also, I'm not confident in how the players will take it. Getting your big shiny new spell neutered automatically doesn't sound like fun, especially with how few big spells you get.
Some players will want to unload their "big guns" first and might feel negatively about that turning out to not be an intelligent choice. My advice is to be transparent with your players so that they can know that the creature has legendary resistance and isn't going to just take their "big gun" and deal with it, and then they can hold back said "big gun" until they've thrown a few "medium gun" options out there to encourage the creature to burn through auto-saves - or just stick to spells that rely on attack rolls to not have to interact with this feature at all.

Other players will appreciate the opportunity to be strategic in their spell choices. It's the part of the game which used to be played out by choosing which spells to prepare and how many times to prepare each, moved to the middle of a likely "set piece" or "really important development" battle scene - the player knowing they have to use something bad enough that the monster is going to want to avoid it, so that they can set up the creature for their most potent attack. With those players, you really don't have to do anything but remember to "bite" when they toss out good "bait" to the legendary monster.

Have you experienced high level play? What did your players think of it?
We've only been up to the 10-13 level range once so far, but the players loved it - they battled across a mindflayer conclave and stole an interdimensional ship from a wizard with numerous enslaved slaadi and took off into "space," concluding their Escape from Dungeonland (because I name my campaigns to help players understand what they are buying into when we start playing). There might be a sequel in the future... but there next high-level experience is at least a few months away since the current every-other-week campaign has only just reached 6th level.

Should Magic Resistance be limited to the initial save only?

What do you think?
Dice being dice, I've seen casters drop a single save-or-suck spell on more than a few creatures with magic resistance and said creature fail. The caster player really enjoyed those moments because they took a gamble and got the pay-off. If I even out the odds in any way, I am reducing that experience - that's not a thing I want to do because my players really like that experience.
 

Advantage changes 50% chance into 75% chance....

You're slightly over rating advantage, the effect is closer to changing 50% into 67% but that's still a big impact.

Legendary Resistance has been a good mechanic in my game. The players quickly recognized the strategy of making monsters choose between resisting a medium powered spell or holding out for the big one like Hold Monster. It helps battles feel more "legendary" so my players seem to be more excited about overcoming a big foe than bothered by lost spells.

Magic Resistance is similar. It doesn't show up very often and it is not nearly as irritating to the players as the % to have no effect rule. I do tell them when spells work less well than expected due to MR so they adjust tactics based on what they've learned.

Neither of those is really trying to sell you but the mechanics have been successful in my game that just reached 10th level.
 

Legendary Resistance is perfectly fine. What you need to do is consider the intelligence of the creature. A lower intelligence creature will use its Legendary Resistance each time it fails (allow PCs to wear away at it), but smarter creatures are going to try to figure out how important it is to make that save. A "save or suck/die" spell should always use it, but failing a damage spell probably isn't that important unless already low on HP.

I'm not a fan of Magic Resistance, but for the opposite reason: I feel it's not strong enough. Spells that don't allow saves ignore it, meaning that you always have an "out" against those creatures. Creature has Magic Resistance: use Scorching Ray instead of Fireball. At first I considered giving Magic Resistance actual Resistance to Magic Damage, but that came off as reducing the point of other Resistances. I'm currently considering having Magic Resistance give Disadvantage on Magic Attacks as well.
 



Legendary Resistance is perfectly fine. What you need to do is consider the intelligence of the creature. A lower intelligence creature will use its Legendary Resistance each time it fails (allow PCs to wear away at it), but smarter creatures are going to try to figure out how important it is to make that save. A "save or suck/die" spell should always use it, but failing a damage spell probably isn't that important unless already low on HP.

I dont view these as abilities that monsters are aware of and use tactically. They are DM resources, to ensure an exciting fight. This might actually mean NOT using them even if available if it's more fun that way.
 

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