I like the idea of a flavorful explanation for why the monster makes the save, but this seems way too punishing to me! It's actually worse than just a damage mitigation reaction. My players would win faster against a monster who did this than one who didn't have the legendary action replacement. I basically can never use any of the monster's entire-action non-damage-dealing abilities as it is, and this would eat the reaction as well.So, he can still mitigate the impact of a save-or-suck spell. But, doing so eats up his reaction for the round, and his action on his turn, since turning back into his human form takes a full action to do. You don’t get to restrain or charm him, but you do get to waste his action economy, so there’s still a lot of value in targeting him with such effects.
Legendary Resistance should specify triggering conditions, and not require a GM judgement call. Instead of choosing the saves to avoid, LR should have text like "the first X times a failed saving throw would cause Y or more damage, or inflict conditions A-G, treat this monster as if it succeeded instead."
The exact conditions could vary from with monster CR, but making it not an active choice, players can much more consistently engage with LR as an alternate health pool, and feel like they're burning resources towards defeating their targets.
But, there’s no flavor to legendary resistance. The DM just gets to say “nope” to a failed save 3 times. Heck, if the DM doesn’t directly tell the players the monster failed but it’s using a legendary resistance, it might even be completely invisible. But if they do that, it makes the player feel like the action was wasted. I much prefer something visible, flavorful, and ideally, specific to the monster.
We're in solid agreement here.Q: What is the primary purpose of Legendary saves?
A: To keep the creature up and active when action economy is stacked against him/as a solo.
And you've now completely missed my point.Q: Does this change enhance, reduce, or is neutral to the primary purpose?
A: Since this now can be used up by low-level spells and minor effects that would not unduly inhibit a creature, this proposed change undermines the primary purpose of Legendary Saves.
Conclusion: House rule is detrimental to Legendary Saves' purpose and should not be implemented.
This is always the first question to ask about proposed rule modifications. I agree 100% with the OP and I use this as a homebrew rule modification, because I do think it solves an important problem.What's the problem this is trying to solve?
I mean, it’s Strahd. If he needs a turn to shapeshift he can fly just through a nearby wall into another room and slam the doors closed with his legendary actions. The whole battle is designed to be a protracted cat-and-mouse game throughout the castle until you can force him into the location of the fated encounter and then he goes down in a round or two.I like the idea of a flavorful explanation for why the monster makes the save, but this seems way too punishing to me! It's actually worse than just a damage mitigation reaction. My players would win faster against a monster who did this than one who didn't have the legendary action replacement. I basically can never use any of the monster's entire-action non-damage-dealing abilities as it is, and this would eat the reaction as well.
No, I got your point, I just disagree with it.We're in solid agreement here.
And you've now completely missed my point.
No it doesn't. It's rarely about health, it's about save-or-suck effects, from spells like Banishment to a Monk's Stunning Strike. As I said in the part you "solidly agreed with", it's to keep the creature getting their actions. Various save effects that have nothing to do with health but do about action denial, lockdown and/or debuff are a critical part of it.LR functions as an alternative health system,
Which regardless of it's truth (and I will debate that as well), is still entirely secondary.The problem I'm solving is that right now, LR creates weird, perverse incentives for spellcasters. You either avoid spells that should be very effective, because they waste your actions, or you end up using less effective spells, and hoping your DM decides to use the LR early, so you can actually deploy one of your winning spells.
I support a full rethink more often than I should.This I agree with. With the current implementation of Legendary Actions and Legendary Saves to even out action economy, it's a workaround.
One potential option I'd much rather see is to just make it real. Give the ability to save against any spell on them at end of their turn, like Banishment, and then just give them multiple turns per round. Have them roll several initiatives, or perhaps it's at rolled initiative and then again at -5, -10, -15, and so forth to match the number of people in the party.
5e needs something, and the proposed change to Legendary Saves isn't it. But a full rethink could be.
You clearly don't, or you wouldn't have said the bolded below, so I must not be expressing myself well.No, I got your point, I just disagree with it.
When I'm saying "alternative health system" I mean, "instead of going through the creature's HP, you deplete the creature's LR, so you can land a stun or banishment or other loss condition."No it doesn't. It's rarely about health, it's about save-or-suck effects, from spells like Banishment to a Monk's Stunning Strike.