Legendary Resistance remains one of those mechanics that is both necessary and completely hated. On the one hand, BBEG type monsters need greater protections against just getting gacked by a single big condition spell. But on the other, there is nothing more deflating than when a caster gets off their big whammy, the BBEG actually fails the save, and the DM goes.... "sorry, I don't want that spell, so no it didn't work". Also the 3/day model is very skewed, if you have one caster in the party it means you might as well give up on saving throws for that fight. If you have 3 casters in the party, its might just be a speed bump.
I was recently inspired by the Zargon monster released to a possible better way to do LR (even if the version I finalized isn't really like Zargon), so here it is for your thoughts. In many ways I think it looks like 3e spell resistance, though without many of the complexities and pitfalls of that mechanic.
Legendary Resistance (X)
Certain creatures are so innately resistant to magic, that a caster must dig deep and draw out deeper, stronger magic to have any real hope of affecting them.
When casting a spell, roll 1d10 + your spellcasting ability stat. On a roll of X+, the spell works as normal. If you roll lower than X, any creature with legendary resistance automatically passes any saving throw against the spell.
Example: A wizard with a 20 int faces a creature with Legendary Resistance 10. The wizard must roll 1d10 + 5 and get a 10+ for the spell to work as normal, otherwise, the creature auto passes any saving throw.
So the idea here is that the caster has to pass a check to get passed the legendary resistance. Now the reason I made it a d10 roll instead of a normal ability check, is that removes the innumerable ways to add adv/disadv/rerolls/divination wizard auto setting the number, etc etc. To provide some of the consistency of the OG LR I think its imperative we don't let players or dms game the roll to much with various abilities.
This new model changes a few key things:
I was recently inspired by the Zargon monster released to a possible better way to do LR (even if the version I finalized isn't really like Zargon), so here it is for your thoughts. In many ways I think it looks like 3e spell resistance, though without many of the complexities and pitfalls of that mechanic.
Legendary Resistance (X)
Certain creatures are so innately resistant to magic, that a caster must dig deep and draw out deeper, stronger magic to have any real hope of affecting them.
When casting a spell, roll 1d10 + your spellcasting ability stat. On a roll of X+, the spell works as normal. If you roll lower than X, any creature with legendary resistance automatically passes any saving throw against the spell.
Example: A wizard with a 20 int faces a creature with Legendary Resistance 10. The wizard must roll 1d10 + 5 and get a 10+ for the spell to work as normal, otherwise, the creature auto passes any saving throw.
So the idea here is that the caster has to pass a check to get passed the legendary resistance. Now the reason I made it a d10 roll instead of a normal ability check, is that removes the innumerable ways to add adv/disadv/rerolls/divination wizard auto setting the number, etc etc. To provide some of the consistency of the OG LR I think its imperative we don't let players or dms game the roll to much with various abilities.
This new model changes a few key things:
- Its caster number agnostic. Whether your party has 1 caster or 4, LR provides a consistent defense.
- It puts beating LR in the caster's hands. This is probably the biggest shift, the onus is on the caster to "beat" the monster's defenses ,rather than the monster just "hehe you can't get me!". While technically you could give the same roll to the monster....players love rolling the dice, they FEEL better when it's their rolls that beat the monster, rather than a monster's ability that thwarts their attack.
- Its more scalable. You can have different tiers of LR. So some creatures are "decently resistant" like a LR10, whereas others practically magic immune (LR: 14-15)
- You could have all sorts of mechanics that play around with the LR. Things like "its LR15 until its at half health, than LR 8". Or "if you possess the rod of X, the LR is dropped by 3". Again now that the mechanic is scalable, you could have lots of abilities that play with it, rather than the boring and rigid "LR 3/day"