D&D General Mike Mearls says control spells are ruining 5th Edition

I think the main problem I have with Legendary Resistance is that it doesn't scale to the party. Some parties have multiple characters tossing out saving throws every turn. Some have very few. This results in the ability being crippling for some parties and quickly overcome by others. A "martial-heavy" party just chews through the monster's hit points and ignores the mechanic entirely. A "caster-heavy" party might be able to overcome LR. But if your party has only one guy who focuses on getting the monster to fail saves, it can be a real feel bad moment.

The best thing you can do when you're up against LR is to avoid all or nothing effects. Instead of trying to land a Hold Person, an effect that forces a save each turn like Moonbeam or Spirit Guardians might quickly chew through LR's. Effects that save for half damage, especially lower level spells, might trick the monster/DM into not "wasting" an LR for something so minor...but it probably has resistance to at least one fairly common damage type to be considered as well.

The second problem I have is that if a legendary monster has good saves already (and possibly magic resistance), it becomes much more of a problem than if it simply had 3x "I save" uses. It might not need to use it's LR on many saves, discouraging players from using many spells at all.

I understand that "boss monsters" really don't work, despite being an iconic part of the game, and kludges like legendary actions, lair actions, multiattacks (and multiattacks that allow spellcasting) are required to try to overcome action economy deficit, but the whole point of "big boss" fights should be to have memorable, dramatic moments. There's not enough interaction here to really feel that way. Instead it really does feel like you have to endure 7 actions between one turn and the next while anything that isn't a weapon attack just bounces off the thing until it finally drops dead (and let's not even discuss what happens if the monster has some kind of control effect aura requiring saves each turn to avoid). I'm not saying the alternative is better, ie, players stun lock a dragon and the battle is a cakewalk, but it really speaks to how weak monster design really is.

The same problems have been known for decades, yet there's very little real innovation beyond making some enemies function as an entire party of adventurers fused together into a single stat block. And there are other solutions, like monsters having phases, or a CR system that lets you actually use minions that aren't pathetically weak and unable to really do much because the big monster sucks up all the encounter budget that don't feel very well explored by D&D.

Sure, a DM could innovate at their own table, but sometimes that's a lot of work, and wouldn't it be nice if the 60 dollar monster book made by so-called professional game designers had done this work for you to make your job easier? Just a thought.
 

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there should be more focus on spells that hinder actions or make them more difficult than just removing some one from combat.
it should usually be tied to damage spell as riders.

IE:
Dissonant whispers is a good example.
it has 3 aspects of the spell.

1. It deals damage, nothing special,
2. It takes away your choice of reaction,
3. It's tactical and depending on your team position, it can do low damage(3d6) or possibly great damage, 3 or 4 provoked AoOs.

other aspect could be to play with exhaustion levels.
1st make it that you can accumulate 10 levels before dying. 11th level kills you.

small changes:
d20 rolls are -1 per exhaustion level
speed penalty is 5ft per 2 exhaustion levels(round down)
your AC and all your DCs are reduced by -1 per exhaustion level.

this adds more granularity to amount what spells can afflict to their targets.
also world record for not sleeping is 11 days, so it tracks that 11th day without sleep will kill mostly anyone.

and since it's only -1 per level, players might not get into panic mode when getting a level or two of it.

and any failed death save can add 1 exhaustion level, maybe even dropping to 0 could add 1 exhaustion level.
 



No please not. Let damage dealing go, spell casters don't need to be better at martials in everything. Spell effects should be interesting in other ways IMO. But remove boring control spells effects like strong save-or-suck-effects.
why?
if sorcerer wants to burn all class resources on dealing damage, he should do maybe twice that a fighter can do.
d10 vs d6 HD
heavy vs no armor
it's called a glass cannon.
 


Its a consequence of crap saves combined with buckets of hp.
I see this said often "buckets of hp". Were monsters deal in 1 turn in older editions? Because in my experience, even monsters with "buckets of hp" die in 3 rounds of combat. Less, usually. PC's also deal buckets of damage (which is fun). Is this an actual problem in 5e?
 

this also,
non proficient saves should get +1 at levels 5,11 and 17
that would resolve some issues.

Im thinking proficiency bonus to all saves with a +1-3 bonus as a class bonus or 3.X class saves +proficiency saves.

Proficiency bonus+ martials get +2 all saves, half casters +2 on 2 saves, +2 on a single save for primary casters.

Even as borked as that us a caster gets to fuel spell DCs off primary caster stat.

Another option is junk the saves system as is

+2 bonus can also be +3 or 4.

Its a 6E problem.
 

Im thinking proficiency bonus to all saves with a +1-3 bonus as a class bonus or 3.X saves.

Proficiency bonus+ martials get +2 all saves, half casters +2 on 2 saves, +2 on a single save for primary casters.

+2 bonus xan also be +3 or 4.
or,
remove ability scores from saves.
all saves get proficiency bonus,
proficiency gets 2×bonus,
all classes gain 3 proficiencies
 

or,
remove ability scores from saves.
all saves get proficiency bonus,
proficiency gets 2×bonus,
all classes gain 3 proficiencies

You have to do it across the board.

The bad save concept =75%-95 failure rate needs to go.

You could also remove them like 4E did.

Pick your poison.

Or keep doing what we're doing since 3E.

AD&D make your saves at higher level 75-95% of the time base numbers. That's actually a return to tradition as well.
 

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