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Legendary Resistance shouldn't be optional
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<blockquote data-quote="Charlaquin" data-source="post: 9413765" data-attributes="member: 6779196"><p>Thanks! The way I like to think about. LR replacements is: the replacement should be visible, by which I mean it should be obvious to the players when the character is using the feature. It should mitigate the effects of failing a save, but still make the player feel like their action did something worthwhile, such as straining the monster’s action (and/or legendary action) economy, or using up a resource the monster has, like HP, spell slots, or at least require a recharge before the monster can do it again. And ideally, the players should be able to work around the feature by changing tactics. The only way to get around Legendary Resistance is to just keep wasting throwing away spell slots to force the monster to make saves until it uses up all of its Legendary Resistances. In contrast, my Strahd turning into a swarm of bats can be worked around by trying to bait him into using his reaction on something else. Have your melee characters intentionally provoke opportunity attacks, for example, then bust out your powerful save-or-suck spells while he doesn’t have a reaction to go swarm-mode with. Or, with the example of the monster that sacrifices HP to end conditions on itself, pressure its HP. Throw a few blast-y damage spells first, so the next time you go for a save-or-suck, it will be less likely to risk giving up those HP.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9413765, member: 6779196"] Thanks! The way I like to think about. LR replacements is: the replacement should be visible, by which I mean it should be obvious to the players when the character is using the feature. It should mitigate the effects of failing a save, but still make the player feel like their action did something worthwhile, such as straining the monster’s action (and/or legendary action) economy, or using up a resource the monster has, like HP, spell slots, or at least require a recharge before the monster can do it again. And ideally, the players should be able to work around the feature by changing tactics. The only way to get around Legendary Resistance is to just keep wasting throwing away spell slots to force the monster to make saves until it uses up all of its Legendary Resistances. In contrast, my Strahd turning into a swarm of bats can be worked around by trying to bait him into using his reaction on something else. Have your melee characters intentionally provoke opportunity attacks, for example, then bust out your powerful save-or-suck spells while he doesn’t have a reaction to go swarm-mode with. Or, with the example of the monster that sacrifices HP to end conditions on itself, pressure its HP. Throw a few blast-y damage spells first, so the next time you go for a save-or-suck, it will be less likely to risk giving up those HP. [/QUOTE]
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Legendary Resistance shouldn't be optional
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