Micah Sweet
Level Up & OSR Enthusiast
Easier to hit for other people.Because they need to keep from hitting you maybe.
Easier to hit for other people.Because they need to keep from hitting you maybe.
Easier to hit for other people.
Then it gets to die as easily as any other mook. If you intend for a bad guy to be a "boss" battle that lasts more than 2 rounds, then the boss needs stages and defenses, such as (1) ways to shed duration spell effects, (2) regain hit points, (3) change the battlefield environment and boost itself.Just a reminder: a young dragon is not a legendary creature, has no legendary actions, and has no lair actions.
I don't like the language either but I wouldn't have ruled it leaves. First, "sounds achievable" vs. "reasonable" is huge, but it basically must avoid even 1% risk of harm. Second, the example (leave the library) is situational. There might be harm involved with leaving the library forever (e.g. target is there to find a cure to its rare disease, so leaving now would be harmful), and there's certainly harm as below.As soon as the PCs enter, the wizard casts suggestion on the half dragon and compels it to just up and leave. It fails. it leaves. Suggestion is RIDICULOUS.
They've been a part of the game forever. Throw in more low-level mooks, give bosses ways to shed effects. If you really don't like them, I'm trying a new mechanic in my next campaign: anti stunlock, advantage on new save if you've failed an effect that disabled your ability to take actions. Doesn't affect ongoing effect saves, just new attempts to reapply the spell.Anyway: how do you feel about save or suck spells in D&D 2024? Anything interesting, fun or frustrating to share?
The only problem I see with stuff like this is that it just adds another ablative shield the PCs have to exhaust. So instead of just thinking about draining hit points, the players have to also think about forcing auto saves (similar to legendary resistance). This can grind the game to a halt as the players try to choose the right effect that the GM will choose to autosave on.I'm not caught up on the whole thread and someone else might have mentioned it, but I'm now a huge fan of Doom Points from Tales of the Valiant. Doom points and luck have changed all of my 5e games for the better. As a disclaimer, after doing a video and article about them, Kobold Press commissioned me to write about them in the upcoming Monster Vault 2.
The way I use them, doom points replace legendary resistance. Bosses might have between like two and five of them. A doom point can be used just like legendary resistance except they can also use it for other things. They can rip through a force cage or punch through a wall of force. They can cause their breath weapon to penetrate immunity or resistances. They can take an extra action. They can recharge abilities. They can get advantage on all their attacks. They can destroy one of their minions and get a pile of temporary hit points.
The only limitation on doom points (in my games) is that there are only so many of them and the players know I have them. They know that, no matter what BS I pull off, I can only do it two to five times.
Obviously I don't use doom points all the time. I also warn players if their save or suck spell is likely to get subverted with a doom point so they don't waste it. Often they do it anyway in the hope of burning a doom point.
Doom points help me, as a GM, ensure a powerful monster meets its in-world expectation and fiction. It isn't a way for me to punish players. My goal is to steer those save or suck abilities to powerful minions where taking them out with something like a suggestion is fine, sometimes even necessary.
But boss monsters in D&D need help. They have for as long as I can remember. Doom points help.
I've used them in three different 5e games now with about 18ish players and though they grumble sometimes when I use them, all of them said they like them when I talked to them afterwards. They all saw them as an interesting dynamic effect that keeps the battle interesting.
More here:
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Dreadful Blessings – A Mechanic to Protect 5e Boss Monsters
Bosses need help. Bosses often face the full wrath of the characters, just for being a boss. This focus often leads to anticlimactic fights in which the boss is ineffective at fulfilling the role it h...slyflourish.com
Note, I call them "dreadful blessings" in my own game and usually tie them to a BBEG. Last night one of the bosses had "Blessings of Lolth". In my City of Arches game they're "Blessings of the Nameless King". In my Dragon empire game they're "Blessings of Ibbalan" (the big boss dragon the characters face). This gives them a sort of otherworldly in-fiction feel that I like.
This seems like a good modification to LR because it makes burning LR useful even if the boss goes down from hp damage. Right now it can feel as if spellcasters and martials are working on totally distinct clocks and the one doesn't help the other.The way I use them, doom points replace legendary resistance. Bosses might have between like two and five of them. A doom point can be used just like legendary resistance except they can also use it for other things. They can rip through a force cage or punch through a wall of force. They can cause their breath weapon to penetrate immunity or resistances. They can take an extra action. They can recharge abilities. They can get advantage on all their attacks. They can destroy one of their minions and get a pile of temporary hit points.