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


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This is definitely an instance that I don't mind where monsters have different rules from the PCs- 5e characters already have a lot of power. A monsters magic resistance completely negating a spell, as opposed to a PC with a piece of equipment, etc. that gives magic resistance giving advantage on saves... Yeah I don't mind if the monster magic resistance is more potent. Or call one spell resistance and the other magic resistance!
 

This is definitely an instance that I don't mind where monsters have different rules from the PCs- 5e characters already have a lot of power. A monsters magic resistance completely negating a spell, as opposed to a PC with a piece of equipment, etc. that gives magic resistance giving advantage on saves... Yeah I don't mind if the monster magic resistance is more potent. Or call one spell resistance and the other magic resistance!
In principle I agree. I like calling the PC version Spell Resistance too!
 

It seems a lot more complicated than the current version. I'm also not a big fan of the "breaks existing spells" thing- if MR is supposed to be defensive, this swings pretty far toward an offensive use.
I’m pretty sure that was originally there to replicate the Balrog breaking Gandalf’s “Hold Portal” spell when they are fleeing Moria
 



just coming into this for the first time, I do like ver 3 for its clean/simple execution but on the other hand that pretty much is what current magic resistance is, its just done through adv/dis and this way is more scalable, but fundamentally its the same mechanic.

Its not really the spirit of the older editions where magic just sometimes bounced off the monster, not even getting to the saving throw.
 

Might I suggest a version 4:

Spell Resistance (+X)
Anytime a creature is subject to magical effects that generate a saving throw, roll a d20 roll, +the magic resistance bonus (DC 15).

On a success, the spell fails to affect the monster, and the monster becomes immune to that spell. On a failure, the spell works as normal, and no further magic resistance rolls are needed against that magic effect. Both of these effects last for 1 hour.

(and can always add in this clause to for certain monsters).
Spells higher than level Y are not subject to spell resistance
 

Might I suggest a version 4:

Spell Resistance (+X)
Anytime a creature is subject to magical effects that generate a saving throw, roll a d20 roll, +the magic resistance bonus (DC 15).

On a success, the spell fails to affect the monster, and the monster becomes immune to that spell. On a failure, the spell works as normal, and no further magic resistance rolls are needed against that magic effect. Both of these effects last for 1 hour.

(and can always add in this clause to for certain monsters).
Spells higher than level Y are not subject to spell resistance
Right now I am leaning to it being separated from general saves. I new roll to easily mimic the old system, but with a d20 roll. But I will get back to this is a few weeks
 

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