D&D 5E Magic Resistance: What was Old is New

I'd probably just run it the same as 1e but using a d20 + caster level to equal or beat the target number as you had originally, seems that has less fluffing about to take into account spells that have no attack or saving throw.
I think I might be leaning that way, but what about magically effects that don't have a caster level. If it is a save the DMG has standard DC for different difficulties which is easy to use for these. Not sure these can be used for this option. I will look into.
 

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I think I might be leaning that way, but what about magically effects that don't have a caster level. If it is a save the DMG has standard DC for different difficulties which is easy to use for these. Not sure these can be used for this option. I will look into.
True, maybe whichever way you go you'll have to sort out exceptions.

In some cases you might be able to use a caster level based on an item: uncommon, rare, epic, legendary might be care level 3, 9, 13, and 19 or whatever the minimum caster level needed to cast a spell from it. Otherwise, maybe a standard rule could be created. Caster level 10 might be standard for free standing effects, caster level 20 might be for epic effects like a mythal warding out enemies.
 

True, maybe whichever way you go you'll have to sort out exceptions.

In some cases you might be able to use a caster level based on an item: uncommon, rare, epic, legendary might be care level 3, 9, 13, and 19 or whatever the minimum caster level needed to cast a spell from it. Otherwise, maybe a standard rule could be created. Caster level 10 might be standard for free standing effects, caster level 20 might be for epic effects like a mythal warding out enemies.
Actually my first version had a chart exactly like that!
 



I appreciate that you're addressing magic resistance- it's weak as heck compared to older editions.

So the current version: MR score is added to the creature's save, or their AC, against a spell. If they pass, zero effect. If they fail, they get to make a save as normal? That makes sense but adds an extra roll in there... should it get a second roll? Could there be a "if it fails by more than ##" effect in there to cut down on the extra rolling?
 

There are a couple of spells like that (Power Word Kill, etc.) that I need to think about how to address. Any suggestions?

I could just add something like:

A monster's magic resistance can also nullify spells and magical effects that do not typically allow a Saving Throw. In this case, if the monster succeeds on an unmodified saving throw against the caster's or magic effect's spell DC, the magic is nullified for the monster and it has no effect. On a failure the spell works normally.
Maybe not a saving throw, but maybe something like the Fiend Warlock's level 10 feature where it rolls a dice to be hit. If you have magical resistance, you roll 1d6 when targeted by a spell without a save or attack throw, such as Magic Missile. The number needed to roll is based off the size of the creature's Magic Resistance modifier.

+1-+3 -- 6 required.
+4-+6 -- 5-6
+7 and beyond -- 4-6.
 

I think that makes some sense. It definitely makes sense on the PC side, but I was only really think about the monster side. Could PCs get magic resistance in 1e?
Half-elves had a 30% resistance to sleep and charm. Monks 50% resistance to beguiling, charms, hypnosis and suggestion. The Robe of the Archmagi gave a blanket 5%. The artifact prime powers table had an ability that would confer 50%-75% once per day. A paladin using a holy avenger had 50% in a 5' radius, so close allies could get it as well. And of course DMs could grant it as a reward from a powerful creatures, drinking from a pool or however else he wanted to do it.
 

What do you think? Is this better or worse than Advantage on Saving Throws and/or Legendary Resistance? Is it to complicated or time consuming? Could it be improved
As someone with experience of that system it generally worked out as “magic? Don’t bother” although that might have had something to do with casters of 10th level and above being rare (or retired) in 1st edition.

The 3rd edition system was similar but more streamlined.

It should be noted that 1st edition MR also blocks friendly magic.
 

As someone with experience of that system it generally worked out as “magic? Don’t bother” although that might have had something to do with casters of 10th level and above being rare (or retired) in 1st edition.

The 3rd edition system was similar but more streamlined.

It should be noted that 1st edition MR also blocks friendly magic.
I think that is OK for some monsters. You just need to use MR sparingly. If the magic users can use attack spells every once and a while I think that is OK
 

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