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General Tabletop Discussion
*Dungeons & Dragons
A better model for Legendary Resistance
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<blockquote data-quote="Blue" data-source="post: 9395058" data-attributes="member: 20564"><p>Nope, not happy with it.</p><p></p><p>1. So a monk's stunning strike, a wildshape's special ability, and every class ability that isn't magic works just fine?</p><p></p><p>2. It makes high ability scores even more important, taking away player choice. The majority of spells don't even add casting ability to damage because of how important it is for DCs/spell attack. Now you're doubling down on how important it is.</p><p></p><p>3. It doesn't fulfill the mandate. Legendary Actions plus Legendary saves are a workaround to allow solo creatures to keep up with the action economy AND keep those actions viable (avoid action denial, stun, single-target debuff which is more powerful per creature than multi-target debuff, and just Condition: DEAD). Any solution that can fail to activate before the solo has had 2-3 rounds full of actions doesn't replace the game use of Legendary saves.</p><p></p><p>#3 is probably the most important. This is a Chersterton's Fence scenario - you can't replace the rule until you understand why that rule is there, and your proposed solution shows you don't grasp the Game part of why it exists.</p><p></p><p>Now, you could take your proposed solution, and have that it changes between "effect is ignored" and "effect is delayed for 3 rounds", and you'd be set as long as you included everything non-magic as well. It still would be a worse solution in one axis, that of doubling down on those ability scores, and likely would be unabalanced against abilities that don't use your prime ability like a monk's Stunning Strike (WIS), but it would at least then fulfill the mandate and you could workshop how to remove those negatives like using Proficiency instead of an ability score.</p></blockquote><p></p>
[QUOTE="Blue, post: 9395058, member: 20564"] Nope, not happy with it. 1. So a monk's stunning strike, a wildshape's special ability, and every class ability that isn't magic works just fine? 2. It makes high ability scores even more important, taking away player choice. The majority of spells don't even add casting ability to damage because of how important it is for DCs/spell attack. Now you're doubling down on how important it is. 3. It doesn't fulfill the mandate. Legendary Actions plus Legendary saves are a workaround to allow solo creatures to keep up with the action economy AND keep those actions viable (avoid action denial, stun, single-target debuff which is more powerful per creature than multi-target debuff, and just Condition: DEAD). Any solution that can fail to activate before the solo has had 2-3 rounds full of actions doesn't replace the game use of Legendary saves. #3 is probably the most important. This is a Chersterton's Fence scenario - you can't replace the rule until you understand why that rule is there, and your proposed solution shows you don't grasp the Game part of why it exists. Now, you could take your proposed solution, and have that it changes between "effect is ignored" and "effect is delayed for 3 rounds", and you'd be set as long as you included everything non-magic as well. It still would be a worse solution in one axis, that of doubling down on those ability scores, and likely would be unabalanced against abilities that don't use your prime ability like a monk's Stunning Strike (WIS), but it would at least then fulfill the mandate and you could workshop how to remove those negatives like using Proficiency instead of an ability score. [/QUOTE]
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