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Experience with Legendary Resistance: How is it working for you?
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<blockquote data-quote="Celtavian" data-source="post: 6438910" data-attributes="member: 5834"><p>My group fought our first legendary creature. This legendary resistance mechanic has me somewhat concerned. I'd like to hear what others experiences have been with this mechanic. It seems to devalue casters as anything other than buff bots and make martials king of the all the key combats against the toughest creatures. </p><p></p><p>The sequence of events for us went like this:</p><p>1. Bard casts <em>bless</em> (probably the most powerful group buff spell in the game now). </p><p></p><p>2. Fighter heads into room, engages creatures, hits it with two attacks with one using feinting maneuver, then action surges hitting it with two more attacks. He does 48 points of damage in a single round at level 5. </p><p></p><p>3. Opponent hits fighter. Fighter uses reaction to parry portion of damage.</p><p></p><p>4. Monster casts 15 foot radius <em>darkness</em>. </p><p></p><p>5. Remaining party can't do much because he can't see anyone.</p><p></p><p>Round 2:</p><p>1. Fighter Disengages and backs out of room.</p><p></p><p>2. Paladin smites creature doing 4d8 and 2d6 with <em>thunderous smite</em> for 28 points.</p><p></p><p>2. Wizard casts <em>Fireball</em> for 31 points. Creatures uses <strong>Legendary[/I] resistance to save automatically saving taking 15 points.</strong></p><p><strong></strong></p><p><strong>3. Bard casts <em>sleep</em> causing legendary creature to fall since its hit points now below threshold dropping darkness.</strong></p><p><strong></strong></p><p><strong>Round 3:</strong></p><p><strong>1. Party keys off fighter using ready action to all strike creature while it is prone.</strong></p><p><strong></strong></p><p><strong>Legendary creature dead.</strong></p><p><strong></strong></p><p><strong>1. Fighter 48 points plus killing blow.</strong></p><p><strong>2. Paladin 28 points.</strong></p><p><strong>3. Wizard 15 points with 3rd level spell.</strong></p><p><strong>4. Bard buffs and <em>sleeps</em> target since Legendary Resistance won't stop a no save spell.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Is this how it is working for most groups? Seems to make spells with saves pretty pointless against creatures with Legendary Resistance. On top of the save every round mechanic and Legendary Creatures having better stats, resistances, and saving throws, does this seem like overkill to limit casters forcing us to choose a very narrow selection of spells to be useful in fights against legendary creatures?</strong></p></blockquote><p></p>
[QUOTE="Celtavian, post: 6438910, member: 5834"] My group fought our first legendary creature. This legendary resistance mechanic has me somewhat concerned. I'd like to hear what others experiences have been with this mechanic. It seems to devalue casters as anything other than buff bots and make martials king of the all the key combats against the toughest creatures. The sequence of events for us went like this: 1. Bard casts [I]bless[/I] (probably the most powerful group buff spell in the game now). 2. Fighter heads into room, engages creatures, hits it with two attacks with one using feinting maneuver, then action surges hitting it with two more attacks. He does 48 points of damage in a single round at level 5. 3. Opponent hits fighter. Fighter uses reaction to parry portion of damage. 4. Monster casts 15 foot radius [I]darkness[/I]. 5. Remaining party can't do much because he can't see anyone. Round 2: 1. Fighter Disengages and backs out of room. 2. Paladin smites creature doing 4d8 and 2d6 with [I]thunderous smite[/I] for 28 points. 2. Wizard casts [I]Fireball[/I] for 31 points. Creatures uses [b]Legendary[/I] resistance to save automatically saving taking 15 points. 3. Bard casts [I]sleep[/I] causing legendary creature to fall since its hit points now below threshold dropping darkness. Round 3: 1. Party keys off fighter using ready action to all strike creature while it is prone. Legendary creature dead. 1. Fighter 48 points plus killing blow. 2. Paladin 28 points. 3. Wizard 15 points with 3rd level spell. 4. Bard buffs and [I]sleeps[/I] target since Legendary Resistance won't stop a no save spell. Is this how it is working for most groups? Seems to make spells with saves pretty pointless against creatures with Legendary Resistance. On top of the save every round mechanic and Legendary Creatures having better stats, resistances, and saving throws, does this seem like overkill to limit casters forcing us to choose a very narrow selection of spells to be useful in fights against legendary creatures?[/b] [/QUOTE]
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Experience with Legendary Resistance: How is it working for you?
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