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General Tabletop Discussion
*Dungeons & Dragons
Legendary monsters are not solo monsters
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<blockquote data-quote="Mephista" data-source="post: 6464078" data-attributes="member: 6786252"><p>I'm one of the people, in other threads, have mentioned that you should add minions to a Legendary encounter if you need something for the casters to do offensively.* That said...</p><p></p><p>I'm pretty sure that Legendary monsters are supposed to be the new Solo bosses of 5e, and run alone. I'm fairly sure I read one the articles from Meyers, during the playtest, to that effect.</p><p></p><p>I mean, the OPs own opening paragraph kind of just highlighted how well suited they are to that role - they have HP (sometimes not enough, but that's the problem with power gamers who make very effective damage dealers versus more casual players), they have off turn Legendary Actions to keep up with the action economy, they have a way of avoiding "Save or Die" effects.</p><p></p><p></p><p>I really feel the whole caster problem with monsters is a direct result of the fear of the LFQW problem. An over-reaction. So, rather than try to paint Legendary bosses as being something other than solo encounters, especially in their lairs, I would suggest just... fudging the dice a bit when it comes to the saves with certain spells.</p><p></p><p>Oh, definitely keep the Legendary Resistance. Keep it specifically so that they don't get hit with Save or Die effects, and don't use it on damaging spells, or a spell that's meant to weaken them by degrees (Bestow Curse, for example). Those spells that only debuff or damage the Legendary? Keep as normal. Maybe let them slip past the monster's natural magic resistance on occasion, or fudge a die roll to let the fireball do more damage. </p><p></p><p>Those kinds of spells? That's not the kind of thing that the major resistances of the bosses were made to handle. The boss has all the resistances up to prevent automatic, effective 1 turn KO success at the battle. That's the focus we should keep on.</p><p></p><p></p><p>So, in the end, I really think we do need to adjust our thinking on the Legendaries, but not treat them as just another encounter. </p><p></p><p></p><p></p><p></p><p></p><p>* I had a fellow player tell me the other day that they found the idea of random minions in a major boss battle to be a bit insulting, just so they could have something to do. They weren't amused.</p></blockquote><p></p>
[QUOTE="Mephista, post: 6464078, member: 6786252"] I'm one of the people, in other threads, have mentioned that you should add minions to a Legendary encounter if you need something for the casters to do offensively.* That said... I'm pretty sure that Legendary monsters are supposed to be the new Solo bosses of 5e, and run alone. I'm fairly sure I read one the articles from Meyers, during the playtest, to that effect. I mean, the OPs own opening paragraph kind of just highlighted how well suited they are to that role - they have HP (sometimes not enough, but that's the problem with power gamers who make very effective damage dealers versus more casual players), they have off turn Legendary Actions to keep up with the action economy, they have a way of avoiding "Save or Die" effects. I really feel the whole caster problem with monsters is a direct result of the fear of the LFQW problem. An over-reaction. So, rather than try to paint Legendary bosses as being something other than solo encounters, especially in their lairs, I would suggest just... fudging the dice a bit when it comes to the saves with certain spells. Oh, definitely keep the Legendary Resistance. Keep it specifically so that they don't get hit with Save or Die effects, and don't use it on damaging spells, or a spell that's meant to weaken them by degrees (Bestow Curse, for example). Those spells that only debuff or damage the Legendary? Keep as normal. Maybe let them slip past the monster's natural magic resistance on occasion, or fudge a die roll to let the fireball do more damage. Those kinds of spells? That's not the kind of thing that the major resistances of the bosses were made to handle. The boss has all the resistances up to prevent automatic, effective 1 turn KO success at the battle. That's the focus we should keep on. So, in the end, I really think we do need to adjust our thinking on the Legendaries, but not treat them as just another encounter. * I had a fellow player tell me the other day that they found the idea of random minions in a major boss battle to be a bit insulting, just so they could have something to do. They weren't amused. [/QUOTE]
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Legendary monsters are not solo monsters
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