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*Dungeons & Dragons
AD&D-style Illithid/Dragon Magic Resistance in 5E
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<blockquote data-quote="steeldragons" data-source="post: 6728827" data-attributes="member: 92511"><p>I appreciate the idea and enjoy the thought. I'd be more than happy to bring 1e style Magic Resistance (or a facsimile thereof) into 5e. </p><p></p><p>My couple of notes/suggestions: I would not call it "Magic Immunity." Immunity in 5e has a very specific (and literal, as it should be) meaning. Magic Immunity to 5e would/should grant 100% no damage from magic. Simple.</p><p></p><p>Similarly, Resistance, as presented in the PHB, in 5e has a specific meaning. That is, not only do you have advantage to a roll...but, more importantly, the damage is halved. Fail a save, take half. Make save take a quarter. Automatically. You have advantage on your rolls against it and take half damage against it...as evidenced by the dwarf's (and many other creatures) poison resistance. So, while I understand that PCs and monsters do things differently, I have not noticed that they changed the meaning of the term "resistance" in the game (and certainly hope I'm recalling correctly and they haven't done that!).</p><p></p><p>If monsters are not getting that auto-half damage via "resistance." I would certainly institute that into your games immediately.</p><p></p><p>But, ideally, for the 1e style "%MR", I might just go as simply as (also d20) a base DC10 + CR. So, yes, things that have magic resistance with more than 9 CR would, effectively, have "immunity"...or, if you don't like that/want to keep the chance for success, just add in "(maximum 19)".</p><p></p><p>Big issue here is, at least for 1e, many creatures we think of as "obviously magic resistance" are marked with "Standard" as their MR. Which is 1e means the chance of a spell not working at all is based on a spell from an 11th level caster and adjusting +5% for each level beneath/above 11th. So any dragon (all with "MR: Standard") could have 0 to 100% chance of the spell failing depending on the caster's level...and then, always, they make save rolls as normal if the spell takes effect. That last part is VERY important to remember.</p><p></p><p>So, just to see [and test out since I'm just making this up as I type] this in the "black/white" comparison:</p><p>. . . . . . . . . . . AD&D 1e . . . . MM D&D 5e</p><p>Creature . . . . . . .%. . . . . . . . d20 (% equivalent) </p><p>Dryad: . . . . . . . .50. . . . . . . . .11 (55%)</p><p>Satyr: . . . . . . . . 50 . . . . . . . . 10.5 (55%, rolling up)</p><p></p><p>Mindflayer: . . . . .90 . . . . . . . . 17 (85%)</p><p></p><p>Night Hag: . . . . . 65 . . . . . . . . 15 (75%)</p><p>Cambion: . . . .5-20/25-40 . . . . .15 (75%)</p><p>Succubus: . . . . . .70 . . . . . . . . 14 (70%)</p><p></p><p>Djinni: . . . . . ."Standard" . . . . . 11 (55%)</p><p>Marid: . . . . . . . . 25 . . . . . . . . 11 (55%)</p><p></p><p>Drow:Base . . . . . 50(+2/level). .10.25 (50%)</p><p>[elite]Warrior . . . .64 (7th) . . . . 15 (75%)</p><p>. . . . Mage . . . . . 70 (10th) . . . .17 (85%)</p><p>. . . . Priestess . . .70 (10th) . . . .18 (90%)</p><p></p><p>Dragons</p><p>Silver: Adult . [All]"Standard" . . . .26 (-30%/no chance) </p><p> . . . . .Young . . . . . . . . . . . . . . .19 (90%)</p><p> . . . . .Wyrmling . . . . . . . . . . . . 12 (60%)</p><p>Red: Adult . . [All]"Standard" . . . . 27 (-35%/no chance)</p><p> . . . Young . . . . . . . . . . . . . . . . 20 (0%/no chance)</p><p>. . . .Wyrmling. . . . . . . . . . . . . . 14 (70%)</p><p></p><p>Elementals[Any]: "Standard" . . . . 15 (75%)</p><p></p><p>So, that's all either exactly in the ballpark or higher...but never getting too high/out of control, for my tastes (excluding dragons). . .this would work for me.</p><p></p><p>Maybe I would instill that "19 [95%] maximum" so that spells still had a shot against most dragons...make the exception to the rule Ancient dragons, probably...maybe adult golds, too...with the option, of course, to voluntarily "drop"/submit themselves to a spell's effects.</p><p></p><p>So, yeah...1e-style Magic Resistance for 5e: [DM rolls!] DC10 +CR (19 maximum) to have any effect at all. If [the player is] successful roll normal saves, apply resistances, immunities, whatever else the creature has, as normal.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6728827, member: 92511"] I appreciate the idea and enjoy the thought. I'd be more than happy to bring 1e style Magic Resistance (or a facsimile thereof) into 5e. My couple of notes/suggestions: I would not call it "Magic Immunity." Immunity in 5e has a very specific (and literal, as it should be) meaning. Magic Immunity to 5e would/should grant 100% no damage from magic. Simple. Similarly, Resistance, as presented in the PHB, in 5e has a specific meaning. That is, not only do you have advantage to a roll...but, more importantly, the damage is halved. Fail a save, take half. Make save take a quarter. Automatically. You have advantage on your rolls against it and take half damage against it...as evidenced by the dwarf's (and many other creatures) poison resistance. So, while I understand that PCs and monsters do things differently, I have not noticed that they changed the meaning of the term "resistance" in the game (and certainly hope I'm recalling correctly and they haven't done that!). If monsters are not getting that auto-half damage via "resistance." I would certainly institute that into your games immediately. But, ideally, for the 1e style "%MR", I might just go as simply as (also d20) a base DC10 + CR. So, yes, things that have magic resistance with more than 9 CR would, effectively, have "immunity"...or, if you don't like that/want to keep the chance for success, just add in "(maximum 19)". Big issue here is, at least for 1e, many creatures we think of as "obviously magic resistance" are marked with "Standard" as their MR. Which is 1e means the chance of a spell not working at all is based on a spell from an 11th level caster and adjusting +5% for each level beneath/above 11th. So any dragon (all with "MR: Standard") could have 0 to 100% chance of the spell failing depending on the caster's level...and then, always, they make save rolls as normal if the spell takes effect. That last part is VERY important to remember. So, just to see [and test out since I'm just making this up as I type] this in the "black/white" comparison: . . . . . . . . . . . AD&D 1e . . . . MM D&D 5e Creature . . . . . . .%. . . . . . . . d20 (% equivalent) Dryad: . . . . . . . .50. . . . . . . . .11 (55%) Satyr: . . . . . . . . 50 . . . . . . . . 10.5 (55%, rolling up) Mindflayer: . . . . .90 . . . . . . . . 17 (85%) Night Hag: . . . . . 65 . . . . . . . . 15 (75%) Cambion: . . . .5-20/25-40 . . . . .15 (75%) Succubus: . . . . . .70 . . . . . . . . 14 (70%) Djinni: . . . . . ."Standard" . . . . . 11 (55%) Marid: . . . . . . . . 25 . . . . . . . . 11 (55%) Drow:Base . . . . . 50(+2/level). .10.25 (50%) [elite]Warrior . . . .64 (7th) . . . . 15 (75%) . . . . Mage . . . . . 70 (10th) . . . .17 (85%) . . . . Priestess . . .70 (10th) . . . .18 (90%) Dragons Silver: Adult . [All]"Standard" . . . .26 (-30%/no chance) . . . . .Young . . . . . . . . . . . . . . .19 (90%) . . . . .Wyrmling . . . . . . . . . . . . 12 (60%) Red: Adult . . [All]"Standard" . . . . 27 (-35%/no chance) . . . Young . . . . . . . . . . . . . . . . 20 (0%/no chance) . . . .Wyrmling. . . . . . . . . . . . . . 14 (70%) Elementals[Any]: "Standard" . . . . 15 (75%) So, that's all either exactly in the ballpark or higher...but never getting too high/out of control, for my tastes (excluding dragons). . .this would work for me. Maybe I would instill that "19 [95%] maximum" so that spells still had a shot against most dragons...make the exception to the rule Ancient dragons, probably...maybe adult golds, too...with the option, of course, to voluntarily "drop"/submit themselves to a spell's effects. So, yeah...1e-style Magic Resistance for 5e: [DM rolls!] DC10 +CR (19 maximum) to have any effect at all. If [the player is] successful roll normal saves, apply resistances, immunities, whatever else the creature has, as normal. [/QUOTE]
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