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*Dungeons & Dragons
A better model for Legendary Resistance
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<blockquote data-quote="James Gasik" data-source="post: 9396455" data-attributes="member: 6877472"><p>If it was just martials gaining an advantage vs. casters, sure. But the truth is, there are casters who can deal damage without saving throws (Warlocks come to mind) as well and martials (like the Monk or the Battlemaster) who do want foes to fail saves from time to time. </p><p></p><p>When you look at LR, it has the same function as Hexproof in Magic: the Gathering. It's an ability that prevents a "feel bad" when you put a powerful creature in play from someone just negating it with a spell or effect. You're protecting your value, so to speak (or really it's more like regeneration or shield counters, but that's not really important). A legendary creature should be able to be a challenge and not cheaply taken out by player abilities.</p><p></p><p>Even losing one turn from an effect can radically alter an encounter. I think a previous poster suggested this, but what we really need is not more protection, but more turns. If a monster more turns, then it actually becomes important to use abilities to try and take it's turns away from it, and that makes for more interesting play. If a solo creature is supposed to be equal to four creatures, give it four turns, say at initiative -5, -10, and -15.</p><p></p><p>But James, you might say, what about something that completely takes the creature out of the fight? Well, all I can say is, those sorts of effects really shouldn't exist- you should always get multiple saves to avoid being one shot.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9396455, member: 6877472"] If it was just martials gaining an advantage vs. casters, sure. But the truth is, there are casters who can deal damage without saving throws (Warlocks come to mind) as well and martials (like the Monk or the Battlemaster) who do want foes to fail saves from time to time. When you look at LR, it has the same function as Hexproof in Magic: the Gathering. It's an ability that prevents a "feel bad" when you put a powerful creature in play from someone just negating it with a spell or effect. You're protecting your value, so to speak (or really it's more like regeneration or shield counters, but that's not really important). A legendary creature should be able to be a challenge and not cheaply taken out by player abilities. Even losing one turn from an effect can radically alter an encounter. I think a previous poster suggested this, but what we really need is not more protection, but more turns. If a monster more turns, then it actually becomes important to use abilities to try and take it's turns away from it, and that makes for more interesting play. If a solo creature is supposed to be equal to four creatures, give it four turns, say at initiative -5, -10, and -15. But James, you might say, what about something that completely takes the creature out of the fight? Well, all I can say is, those sorts of effects really shouldn't exist- you should always get multiple saves to avoid being one shot. [/QUOTE]
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