MR in 2e should have ran like 1e with higher level spellcasters being better able to bypass it. But the real resistance for high level monsters was their saving throws which increased to the point where using a control spell (even without magic resistance) was a risky proposition which likely wouldn't land.
I think there should be four saves: Fortitude, Reflex, Will, ... and Perception. These four kinda handle everything.I played 2E this year and yeah.
Main thing I've been tweaking over the years is high saves and a simple MR system similar to 2E (specifically 3.5 minis game).
Bring back 3 saves and add elements of 4E (eg ref saves are dex or int) off you go.
The problem isn't that control spells ruin 5e, it's that they specifically ruin difficult encounters against one hard threat. And that Legendary Resistance is a bit of a kludge to make that not true.I don't care if chump monsters fall victim to spells or special attacks. They appear in large numbers, so taking out one or a few doesn't do anything.
That's kinda brilliant.I think there should be four saves: Fortitude, Reflex, Will, ... and Perception. These four kinda handle everything.
I like it, but it's bland and boring. I'd much rather see legendary resistance made more unique for the monsters. This monster over here uses it's legendary resistance to reflect the spell back at the caster/group as if it had cast it. That one over there eats the spell to regain health. The third one takes the magic and wraps it around itself gaining AC for a while. And so on. Give it some flavor.What's your opinion on control spells and legendary resistance?
Ever since Mearls said stuff like this and how Boss Monsters keep on dying, it's been nothing but chaos on. EnWorld.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.