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General Tabletop Discussion
*Dungeons & Dragons
A better model for Legendary Resistance
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<blockquote data-quote="James Gasik" data-source="post: 9395219" data-attributes="member: 6877472"><p>I think the question is, what do we need legendary resistance for? What is it protecting against, exactly?  The current version is basically "the first three important saves are successful"- important because you get to choose.  If you don't care about a Battlemaster making you afraid of him because you're worried about a Monk stunning you, you can make that choice (whether or not the monster knows that the Monk <em>can</em> stun them, lol).</p><p></p><p>From personal experience, once the party realizes they are up against legendary resistance, nobody casts any spells of substance.  Why would they?  Even if they can trick the enemy into burning 3 resistances (which it can decide to do after it makes a saving throw, and generally such critters have good saves and maybe even magic resistance on top of immunities), unless there's a long rest after the fight, it's not worth burning the resources.  So all that happens is people fall back on the old reliable- hit point damage.</p><p></p><p>There's also the fact that LR hits different based on party composition.  If your party is two Fighters, a Rogue, and a Cleric, it's likely possible that nobody is asking for any saves to be made at all!</p><p></p><p>Only a party with a high density of save effects would even try to gamble with it.</p><p></p><p>Now many of you may have had a different experience, but that's mine.  To me, all LR does is make fights less interesting, because nobody wants their BBEG to be locked down and not be able to do anything, lol.</p><p></p><p>But perhaps, along these lines, maybe LR would be better if there was a cost, like, you save, but you take significant damage, so it's actually worth chipping away with spells and effects you know will fail (ie, more damage than you'd get from a weapon attack, cantrip, <em>guiding bolt</em> or <em>magic missile</em>).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9395219, member: 6877472"] I think the question is, what do we need legendary resistance for? What is it protecting against, exactly? The current version is basically "the first three important saves are successful"- important because you get to choose. If you don't care about a Battlemaster making you afraid of him because you're worried about a Monk stunning you, you can make that choice (whether or not the monster knows that the Monk [I]can[/I] stun them, lol). From personal experience, once the party realizes they are up against legendary resistance, nobody casts any spells of substance. Why would they? Even if they can trick the enemy into burning 3 resistances (which it can decide to do after it makes a saving throw, and generally such critters have good saves and maybe even magic resistance on top of immunities), unless there's a long rest after the fight, it's not worth burning the resources. So all that happens is people fall back on the old reliable- hit point damage. There's also the fact that LR hits different based on party composition. If your party is two Fighters, a Rogue, and a Cleric, it's likely possible that nobody is asking for any saves to be made at all! Only a party with a high density of save effects would even try to gamble with it. Now many of you may have had a different experience, but that's mine. To me, all LR does is make fights less interesting, because nobody wants their BBEG to be locked down and not be able to do anything, lol. But perhaps, along these lines, maybe LR would be better if there was a cost, like, you save, but you take significant damage, so it's actually worth chipping away with spells and effects you know will fail (ie, more damage than you'd get from a weapon attack, cantrip, [I]guiding bolt[/I] or [I]magic missile[/I]). [/QUOTE]
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