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D&D 5E Magic Resistance: What was Old is New

I like the idea and system, definitely have considered adding it back to my games. Look also at Dragon Magazine #218 (Skip Williams, p56). Good article on how old-school magic resistance worked and my suggestions are influenced by it. My suggestions make it a big wordier, which is counterproductive, but hit the "troubleshooting" pointed out by Skip.

Creatures with Magic Resistance (MR) have a chance to completely ignore spells and spell-like effects from other creatures or items. A spell-like effect directly mimics the effect of a spell but does not include innate abilities such as paralyzing gazes or breath weapons.

MR only applies to magic that directly damages, restricts, changes, or targets the creature and requires no action by the creature with MR to use. Magic that indirectly affects the creature, such as changes in light, the shape of the environment, or summoned creatures is not affected by MR. For example, a drow elf with MR could attempt to ignore the damage of a wall of fire because walking through the fire would directly damage the drow, but MR would not allow it to see through the opaque feature of the wall because that creates an indirect change in the environment, nor could it walk through a wall of stone. MR does not apply to a creature's own spells, abilities, or when it uses a magic item to generate a spell-like effect.

A creature with MR can, as a free action on any turn, voluntarily suppress its magic resistance until the start of its next turn.

MR success negates only the portion of the spell affecting the creature. A fireball would still affect others in the area, a lightning bolt would continue on its course, and magic missiles targeting others would streak to their targets.


[Thoughts on permanent or pre-existing spells? It originally applied and I really think outright dispelling is bad].

If a pre-existing magical effect on an area or item is subject to being suppressed or dispelled, such as an arcane lock, MR can be used to attempt to temporarily ignore the effect as applies to the creature but not actually dispel the spell. The drow would merely attempt to open the door and check its MR. A wall of force, however, cannot be dispelled and could not be bypassed with MR. Similarly, protection from evil would not cease to function around a demon with MR because it does not directly restrict or target the demon.
 

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I went for a simpler version for my Baldur's Gate II campaign. Every 5% of magic resistance is +1 to saves against spells. The drow mercs the party faced in the Underdark had +10 on saves vs. spells. It adequately simulates the original "My magic isn't very effective!" problem without adding any new math to the system.
How did or would you represent that on the stat block? I have a few ideas but I m curious how you handle it.

I do like the idea; however, to get the old school feel I might say a success = no effect for the monster (not even half damage). But maybe not, the simplicity is nice. I'll think about.
 

I like the idea and system, definitely have considered adding it back to my games. Look also at Dragon Magazine #218 (Skip Williams, p56). Good article on how old-school magic resistance worked and my suggestions are influenced by it. My suggestions make it a big wordier, which is counterproductive, but hit the "troubleshooting" pointed out by Skip.

Creatures with Magic Resistance (MR) have a chance to completely ignore spells and spell-like effects from other creatures or items. A spell-like effect directly mimics the effect of a spell but does not include innate abilities such as paralyzing gazes or breath weapons.

MR only applies to magic that directly damages, restricts, changes, or targets the creature and requires no action by the creature with MR to use. Magic that indirectly affects the creature, such as changes in light, the shape of the environment, or summoned creatures is not affected by MR. For example, a drow elf with MR could attempt to ignore the damage of a wall of fire because walking through the fire would directly damage the drow, but MR would not allow it to see through the opaque feature of the wall because that creates an indirect change in the environment, nor could it walk through a wall of stone. MR does not apply to a creature's own spells, abilities, or when it uses a magic item to generate a spell-like effect.

A creature with MR can, as a free action on any turn, voluntarily suppress its magic resistance until the start of its next turn.

MR success negates only the portion of the spell affecting the creature. A fireball would still affect others in the area, a lightning bolt would continue on its course, and magic missiles targeting others would streak to their targets.


[Thoughts on permanent or pre-existing spells? It originally applied and I really think outright dispelling is bad].

If a pre-existing magical effect on an area or item is subject to being suppressed or dispelled, such as an arcane lock, MR can be used to attempt to temporarily ignore the effect as applies to the creature but not actually dispel the spell. The drow would merely attempt to open the door and check its MR. A wall of force, however, cannot be dispelled and could not be bypassed with MR. Similarly, protection from evil would not cease to function around a demon with MR because it does not directly restrict or target the demon.
Those are good ideas. I will think about revising what I have. Thank you for taking the time to review and comment!
 

Considering how the d20 system did away with all the old “roll under” mechanics, I’d be inclined to change this to a DC that the monster has to roll over.

What if it was just DC 10 + spell level? And then you just pick a casting stat for the monster. That way it’s the same as things like trying to counter / dispel a higher level spell or use a spell scroll with a higher level spell on it. Etc.
 

I think the original is way to wordy. Perhaps a static bonus to saves against spells (+1 per 5% of old resistance?), and if the save is made it has no effect/deals no damage. Casters above 11th level reduce the static bonus by 1 per level above 11th.

version 1:
Magic Resistance. The <creature> gains a +X bonus to saves against spells or magic item effects. On a successful save, the spell has no effect on the <creature>, though other creatures may still be affected. If the caster is above 11th level or CR, reduce the <creature's> bonus by 1 per caster level above 11th.

version 2:
Magic Resistance X. When the creature is subjected to a spell or magical effect, roll a d20. On a roll of X or higher, the spell has no effect on the <creature>, though other creatures may still be affected. If the caster is above 11th level or CR, increase the <creature's> target number by 1 per caster level above 11th. If the <creature> is affected, it is still entitled to any saving throws it would receive against the effect.
 

Yep, I am going to revise it to something like you suggest. I need to take a break for a bit, but will post an update later today. Though to be clear this will not be a trait in the stat block as @Stormonu seems to be suggesting. It will be a stat like AC.

Considering how the d20 system did away with all the old “roll under” mechanics, I’d be inclined to change this to a DC that the monster has to roll over.

What if it was just DC 10 + spell level? And then you just pick a casting stat for the monster. That way it’s the same as things like trying to counter / dispel a higher level spell or use a spell scroll with a higher level spell on it. Etc.

I think the original is way to wordy. Perhaps a static bonus to saves against spells (+1 per 5% of old resistance?), and if the save is made it has no effect/deals no damage. Casters above 11th level reduce the static bonus by 1 per level above 11th.

version 1:
Magic Resistance. The <creature> gains a +X bonus to saves against spells or magic item effects. On a successful save, the spell has no effect on the <creature>, though other creatures may still be affected. If the caster is above 11th level or CR, reduce the <creature's> bonus by 1 per caster level above 11th.

version 2:
Magic Resistance X. When the creature is subjected to a spell or magical effect, roll a d20. On a roll of X or higher, the spell has no effect on the <creature>, though other creatures may still be affected. If the caster is above 11th level or CR, increase the <creature's> target number by 1 per caster level above 11th. If the <creature> is affected, it is still entitled to any saving throws it would receive against the effect.
 

I think the original is way to wordy. Perhaps a static bonus to saves against spells (+1 per 5% of old resistance?), and if the save is made it has no effect/deals no damage. Casters above 11th level reduce the static bonus by 1 per level above 11th.

version 1:
Magic Resistance. The <creature> gains a +X bonus to saves against spells or magic item effects. On a successful save, the spell has no effect on the <creature>, though other creatures may still be affected. If the caster is above 11th level or CR, reduce the <creature's> bonus by 1 per caster level above 11th.

version 2:
Magic Resistance X. When the creature is subjected to a spell or magical effect, roll a d20. On a roll of X or higher, the spell has no effect on the <creature>, though other creatures may still be affected. If the caster is above 11th level or CR, increase the <creature's> target number by 1 per caster level above 11th. If the <creature> is affected, it is still entitled to any saving throws it would receive against the effect.
I also just realized this simple approach does take into account spell attack rolls. Need to add that in somehow too.
 

Considering how the d20 system did away with all the old “roll under” mechanics, I’d be inclined to change this to a DC that the monster has to roll over.

What if it was just DC 10 + spell level? And then you just pick a casting stat for the monster. That way it’s the same as things like trying to counter / dispel a higher level spell or use a spell scroll with a higher level spell on it. Etc.
Ditto. The "roll under" concept in a 5E framework would likely just confuse people.

Work out the math and method for roll over and fine.
 

How did or would you represent that on the stat block? I have a few ideas but I m curious how you handle it.

I do like the idea; however, to get the old school feel I might say a success = no effect for the monster (not even half damage). But maybe not, the simplicity is nice. I'll think about.
Whatever system is ultimately used, I would definitely want the above. IMO there has to be an option for the magic to simply have no effect on the creature to get the feel I want.
 

How did or would you represent that on the stat block? I have a few ideas but I m curious how you handle it.

I do like the idea; however, to get the old school feel I might say a success = no effect for the monster (not even half damage). But maybe not, the simplicity is nice. I'll think about.
Here's what I used. The statblocks are very abbreviated because I have no plans to publish.

BG2 Drow
All drow have +10 on saves vs. magic.
Drow Adamantine gear: Magic, not immune to critical hits.
Longsword +3
Plate +2 (AC 20)
Adamantium Shield +3
Elven Chain +3 (AC 16+dex max 2)
Light Crossbow +2
Adamantine Dagger +2
Drow poison: DC 13 Con save or be poisoned for 1 minute. If failed by 5+, asleep for 1 hour or until damaged or awakened

Drow Rogue
MM pg 128, “Elite Warrior”
CR 6
Dagger: +9 to hit, 1d4+6 piercing + sneak attack
Light crossbow +9 to hit, 80/320’, 1d8+6 piercing + sneak attack
Sneak attack 3d6
BA
Dash, Steady Aim, Disengage, Stealth, Apply Poison
(Dagger +2, Elven Chain +3, 2 doses poison, 1 greater healing potion)

Drow Warrior
AC 25 (plate+shield)
HP 60
Speed 30
Str +3, Dex +3, Con +1, Int +0, Wis +1, Cha +1
Saves Str +6, Con +4, +10 vs. magic, adv. vs charm
Skills Athletics +6, Stealth +6 (disadv)
DV 120’
Immunities: Magic sleep
Sunlight Sensitivity
Actions
Multiattack: The drow warrior attacks 3 times
Longsword +3, +9 to hit, 5’, 1d8+6 slashing damage
(1 greater healing potion, Plate +2, Shield +3, longsword +3)

2 wizards (I think I used the drow mage statblock and changed up spells a bit?), 1 rogue, 2 warriors were a tough fight for a party of 4x level 11s. Some of the toughness was suboptimal tactics, but the high-AC warriors tanked things pretty well just by having an absurd AC. The low HP across the board mean they are very fragile, IF you can connect. The party rogue has no Darkvision, and drow have Darkness to counteract the light spells, so he suffered. Otherwise he could have one-shotted any of them with a lucky 20.

Having played Baldur's Gate II many times, I felt like it really hit the spot of feeling exactly like that first battle against drow in the Underdark. You round a corner and there's a group of 6, and your egg-cracking spells are mostly ineffective. Attack-roll spells were mentioned above, and when you combo SR with drow magic gear, the attack roll spells didn't fare much better.

They just beat the Pit Fiend near the Svirfneblin city and got the Daylight gem, which I'm giving actual use to by having it cast the Daylight spell once a day. Between that and the party fighter now having AC 26 due to drow gear, a re-run of the battle would go quite differently... as it should, from a pacing perspective!
 

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