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General Tabletop Discussion
*Dungeons & Dragons
Legendary Resistance shouldn't be optional
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<blockquote data-quote="James Gasik" data-source="post: 9413866" data-attributes="member: 6877472"><p>All I'm saying is, I've heard many complaints about PC abilities that require metagame thinking on the part of the player, especially reactions that "rewind time" to turn hits into misses and so on. Heck, look at the complaints about Counterspell and all the debate about how one would recognize a spell being cast to know what you're trying to counter.</p><p></p><p>Now you have LR, which is a no-action Counterspell on crack, and all these arguments vanish instantly because it's something the DM uses?</p><p></p><p>Again though, I'm not the one making these arguments- I know D&D is a game, not a simulation, and it's chock full of these gamist elements. But it seems to me that if someone doesn't like them, then they shouldn't be on board with legendary resistance either.</p><p></p><p>-</p><p></p><p>My main issue with LR has been, and will continue to be, how it unfairly impacts players based on party makeup. If your group has three spellcasters* with spells someone wouldn't want to fail, then the lost of three spell slots isn't the worst thing ever- except of course, it's not just three spell slots, because it's on top of the spell slots they'd likely lose as a normal part of play since most legendary critters have great saves, but that's a whole separate issue. You really have to ask yourself if the battle is really going to last long enough to make that kind of play worthwhile, lol.</p><p></p><p>*Things may change in the new 2024 version, of course but right now, there's precious few non-casters who have abilities worth using LR on- pretty much the Monk, when you get down to it.</p><p></p><p>The more "casters" you add, the less punishing LR is to the party's resources, but look at the flipside- if you only have one caster in a party, it's not even worth using spells against LR because it's going to take at least four rounds to land a debilitating spell and the thing is probably going to die before you get the chance!</p><p></p><p>And some casters don't need to interact with LR at all to be useful- the Warlock can just shrug and spam the old eldritch blast, the Paladin can just turn spell slots into smites, the Druid might turn into a bear or just summon animals- so really LR is basically saying "yeah, if your DM doesn't like a spell, don't use it in this fight", and some casters will be perfectly fine with that and others won't, depending on how they employ their magic.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9413866, member: 6877472"] All I'm saying is, I've heard many complaints about PC abilities that require metagame thinking on the part of the player, especially reactions that "rewind time" to turn hits into misses and so on. Heck, look at the complaints about Counterspell and all the debate about how one would recognize a spell being cast to know what you're trying to counter. Now you have LR, which is a no-action Counterspell on crack, and all these arguments vanish instantly because it's something the DM uses? Again though, I'm not the one making these arguments- I know D&D is a game, not a simulation, and it's chock full of these gamist elements. But it seems to me that if someone doesn't like them, then they shouldn't be on board with legendary resistance either. - My main issue with LR has been, and will continue to be, how it unfairly impacts players based on party makeup. If your group has three spellcasters* with spells someone wouldn't want to fail, then the lost of three spell slots isn't the worst thing ever- except of course, it's not just three spell slots, because it's on top of the spell slots they'd likely lose as a normal part of play since most legendary critters have great saves, but that's a whole separate issue. You really have to ask yourself if the battle is really going to last long enough to make that kind of play worthwhile, lol. *Things may change in the new 2024 version, of course but right now, there's precious few non-casters who have abilities worth using LR on- pretty much the Monk, when you get down to it. The more "casters" you add, the less punishing LR is to the party's resources, but look at the flipside- if you only have one caster in a party, it's not even worth using spells against LR because it's going to take at least four rounds to land a debilitating spell and the thing is probably going to die before you get the chance! And some casters don't need to interact with LR at all to be useful- the Warlock can just shrug and spam the old eldritch blast, the Paladin can just turn spell slots into smites, the Druid might turn into a bear or just summon animals- so really LR is basically saying "yeah, if your DM doesn't like a spell, don't use it in this fight", and some casters will be perfectly fine with that and others won't, depending on how they employ their magic. [/QUOTE]
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Legendary Resistance shouldn't be optional
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