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*Dungeons & Dragons
A better model for Legendary Resistance
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<blockquote data-quote="Reynard" data-source="post: 9395608" data-attributes="member: 467"><p>From an active perspective, I like how Dragonbane has big monsters pull multiple initiative cards. I can easily see a solo in D&D getting 3 actions at 3 different initiatives (eliminate multiattack and fold lair actions into this). From a strategic and reactive use of things like Legendary Resistance, maybe it has to give up a forthcoming action to do it?</p><p></p><p>There is also the possibility of returning to a declaration phase of the round. That is, everyone declares what they are doing in initiative order, but then resolves those things in the next, separate phase, and if you commit, you commit. That way, a player can say "I am casting a spell" and the GM can say "the BBEG is countering with legendary resistance" and both are locked in to those choices. Of course this goes back to D&D's wargame roots a little, and some folks won't like that, but I think it could be effective.</p><p></p><p>I guess that is part of the problem: D&D doesn't much resemble a wargame these days, but there are still lots of legacy rules and procedures that don't quite fit the modern narrative goal of combat. It is another case, i think, of D&D wanting to please to many audiences and therefore not serving any of them particularly well.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9395608, member: 467"] From an active perspective, I like how Dragonbane has big monsters pull multiple initiative cards. I can easily see a solo in D&D getting 3 actions at 3 different initiatives (eliminate multiattack and fold lair actions into this). From a strategic and reactive use of things like Legendary Resistance, maybe it has to give up a forthcoming action to do it? There is also the possibility of returning to a declaration phase of the round. That is, everyone declares what they are doing in initiative order, but then resolves those things in the next, separate phase, and if you commit, you commit. That way, a player can say "I am casting a spell" and the GM can say "the BBEG is countering with legendary resistance" and both are locked in to those choices. Of course this goes back to D&D's wargame roots a little, and some folks won't like that, but I think it could be effective. I guess that is part of the problem: D&D doesn't much resemble a wargame these days, but there are still lots of legacy rules and procedures that don't quite fit the modern narrative goal of combat. It is another case, i think, of D&D wanting to please to many audiences and therefore not serving any of them particularly well. [/QUOTE]
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