D&D 5E Legendary Resistance shouldn't be optional

dave2008

Legend
This is true, but it doesn’t always feel like it. Dealing damage feels like something still happened - the monster may still be kicking, but you landed a solid blow, maybe gave it a cut or a bruise. The monster spending a legendary resistance feels like nothing happened. Yes, it’s down one use of a limited resource, but that’s just abstract rules mumbo-jumbo. You don’t get that in-universe indication of your progress that you do from HP damage.
Well you can get that in-universe indication if your DM narrates as such. First, success on a save often doesn't complete negate an attack and second I narrate successful saves and LR as having some type of impact, depending on the situation.
 

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There are a lot of great points on both sides of the argument here...

For instance, many of us like to surprise our players in combat, with innovative monsters, not telegraphing the mechanics which assists in the thrill and uncertainty that we wish our players to experience.

But then there are times where I do not mind telegraphing the mechanics, allowing players to strategise based on the mechanical information I impart, essentially highlighting the G as opposed to the S and N.

So, I guess it is what you (as DM) want to emphasize in that particular combat.

And on to another point, save or suck spells don't necessarily have to be that bland, and this goes back to @Quickleaf's post very early on in the thread where LR is there to solve another issue with the game.
To give an example, the Sleep spell could have various categories of success/failure. There could be a further condition between awake and asleep such as drowsy, where the monster loses reactions or something in the same way petrification has restrained or paralysed before the petrification actually kicks in. Disintegrate could see one slowly disintegrating over a round or two...
 

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