Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 9789569" data-attributes="member: 93670"><p>It's a pretty extreme deviation from the long post he actually wrote. I don't think that the selective quoting was deliberately malicious though since I wanted to post a thread about it but avoided doing so when I couldn't think of a way to easily do it without just copying the patreon post.</p><p> </p><p>[spoiler="he ACTUALLY wrote "]</p><p>Legendary resistance is a cheap hack, jammed into 5e because we didn't have a better solution to the broken control spells that we had to include in the game for tradition's sake.</p><p></p><p>How's that for an intro?</p><p></p><p>As incendiary as the statement might be, it's fundamentally true. D&D changed over the years, but its content remained the same. The spells that give DMs headaches today had counters in AD&D when they were first released. As the game shifted over time, those spells retained their core functionality while monsters lost their defenses against them. What's a designer to do? First, let's take a step back into how things used to work.</p><p></p><h3>Resisting Magic</h3><p>Roughly speaking, magic resistance was a flat percentage chance that a spell failed to function when it targeted a creature. Powerful creatures, particularly those from other planes, had magic resistance. Let's take the bone devil as a point of comparison.</p><p></p><p>In 5e, the bone devil is CR 9 and has a Wisdom saving throw of +6. Not bad! At 5,000 XP, we can expect it to face characters from 6th to 13th level. It probably has a save DC against PC spells that ranges from 15 to 18 or so, meaning it saves about 60% to 45% of the time. It also has magic resistance - the 5e version that gives advantage on saves - so it succeeds around 75% of the time on average.</p><p></p><p>In AD&D, the bone devil has 40% magic resistance. Target it with any spell, and there is a 40% chance that the spell simply fails to do anything. Its save against spells succeeded on an 11+ on a d20 roll. That means between magic resistance and a static save that it succeeds on a save about 70% of the time.</p><p></p><p><strong>That's pretty close! Except there's one problem. 5e gives characters a LOT of ways to mess with saving throws. 5.5 in particular is rife with them. In AD&D, characters have few if any ways to alter a monster's saves.</strong></p><p><strong></strong></p><p><strong>On top of that, in the typical AD&D party only one character - the magic-user - had access to spells that could shut down a creature. The cleric could do it, but their offensive spells were weaker. The fighter and thief, barring access to a magic item, relied only on damage output. In contrast, the default in 5e is that every character can expend resources to shut down a monster.</strong></p><p><strong></strong></p><p><strong>If the party focus fires a creature and correctly understands that control effects are key to winning, they can shut down a creature through sheer volume of saves. That simply wasn't an option in AD&D.</strong></p><p><strong></strong></p><p><strong>In context, the math between 5e and AD&D lines up well. In practice, an AD&D creature saves maybe once per round, while a 5e creature might need to save at least once on every character's turn</strong>.</p><p></p><h3>"Save me!" Cried the Mighty Balrog</h3><p>This design approach leads to bad tension in the game. The DM wants a creature to have a fighting chance. The players want to turn its action economy to dust. Legendary resistance is bogus because the PHB gives the players those options. What fun is there in giving someone toys and then taking them away?</p><p></p><p>Let's start with determining the scope of the problem. 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.</p><p></p><p>Legendary actions are a giant, blinking, neon sign that says, "I'm a boss monster!" So, let's add this mechanic to replace legendary resistance:</p><p></p><p><strong>Legendary Defense:</strong> When this creature makes a saving throw, it can expend a legendary action to gain a +5 bonus to all saving throws until its next turn.</p><p></p><p>I think this works as a get out of jail free card. A spell or effect slows down a monster, but doesn't grind it to a halt. It then provides a model for some unique effects, say for a mindflayer.</p><p></p><p><strong>Spiteful Mind Lord:</strong> When this creature makes a saving throw, it can expend a legendary action to gain a +5 bonus to all saving throws until its next turn. If it uses this ability in response to an Intelligence, Wisdom, or Charisma save, the creature that created the effect takes 15 psychic damage.</p><p></p><p>There! Now we have some texture that helps shape how to deal with monsters. Here's another one for a devil. In this case, our boss monster devil struck a contract with some allies to help it out when it is in a pinch.</p><p></p><p><strong>Diabolic Bond:</strong> When this creature makes a saving throw, it can expend a legendary action to gain a +5 bonus to all saving throws until its next turn. The first time it uses this ability and fails its saving throw, 1d3 barbed devils teleport to open locations within 30 feet of it.</p><p></p><p>How about stuff like <em>forcecage</em>? In theory the concentration mechanic is supposed to keep those in line. What if we did something like this to get PCs to burn through more spells:</p><p></p><p><strong>Twisted Weave:</strong> At the end of this creature's turn, each active spell that affects this creature or an area within 100 feet of it is polluted by its corruption of the weave. Creatures of its choice that cast those spells take 25 force damage per spell they cast.</p><p></p><p>You could model that with different damage or introduce other effects to mess with PCs.</p><p></p><p>How about dismissal or similar magic?</p><p></p><p><strong>Walker of Hidden Ways:</strong> If an effect would teleport this creature or send it to another plane, this creature instead teleports up to 500 feet to an open space of its choice.</p><p></p><h3>Putting it All Together</h3><p>As you can see, there are plenty of ways we can counter the metagame presented by the PHB. The trick is being aware of what the characters can do and how we as DMs can counter them without simply saying no. Monsters need tools to counter the effects they see in play, the ones from the PHB, rather than potential hazards they might face.[/spoiler]</p><p></p><p></p><p>Starting by putting my cards face up on the table WRT control spells... I never had a problem with control spells in adnd2e/3.x and quite liked the way 3.x spell resistance∆ encouraged control capable casters to shift from save or die/lose spells to battlefield control and save or suck spells that would turbo charge the other players in the party with reciprocity. IME the "<a href="https://youtu.be/TTBpVGeJLzI?si=diyrp1_J8fMmgmFn" target="_blank">god wizard</a>" of 3.x was a self correcting problem for everyone at the table but players who had no interest in being <em>part</em> of a team they worked together in a group/party based game.</p><p>[MEDIA=youtube]d5At3bTi04M[/MEDIA]</p><p></p><p>That bolded section you omitted even mentioning is pretty critical to the whole point that mearls was making though because the post was about how design changes result in 5e failing on this aspect even though the math is pretty similar.</p><p></p><p>Imo: The abilities he mentioned are an improvement over 5e's LR="no it saves, the duce lied" but fail at taking on the biggest sin of Legendary Resistance. That sin being combined with neovancian prep it removed the way SR:Yes/No spells influenced player choices both round to round encounter to encounter and all the way back to every time they had a chance to select spells or supporting build choices.</p><p></p><p></p><p></p><p>Between the shifting PC capabilities and shift from vancian to neovancian spell prep monsters frequently went from needing to save against <em>something</em> once maybe twice per round to needing to save against something encounter deciding every turn. That's not the only shift though, and a few posts have touched on it by mentioning different party sizes/party roles being impacted differently ranging from not at all to bring completely shut down, but the maybe more important (and unmentioned) part is that 3.x SR meant the monster would be saving against different spells than in 5e.</p><p></p><p>While vancian prep ensured that a caster would be specialized with a spell loadout and build setup to be the party's crank it to 11 dial but fairly useless when it came to personally killing foes. -OR- The caster was specialized for blasting and probably had some spell penetration feats/gear along with a spell selection balancing both monster melting SR:yes spells and less effective but reliable SR:no spells. Under vancian prep those two caster build choices needed to balance how many of each spell they prepared and as a result players would simply do their best not to waste a SR:yes save or lose/die spell on a monster even suspected of having SR because doing so often meant that the only copy of that spell available bounced off the monster's SR with less impact than a lucky sling or crossbow strike could have been. With neovancian prep & on the fly upcasting in 5e monsters face a scenario where casters don't face that same pressure choose one or the other during spell prep/build choices so the legendary resist monsters don't benefit from the shift in spell choices either when players of God wizard type builds know they could devote almost every slot to save or lose/die type spells rather than shifting to reciprocity fueled spell choices. Meanwhile those blasters can just call down whatever is going to be closest to calling down orbital bombardment in any given encounter without feeling an urge to down shift with less flashy spells that might give other PCs a chance to shine on trash mop up or boss monster juggling.</p><p></p><p></p><p></p><p>∆my memories of the ad&d2e equivalent mearls mentioned are too fuzzy and I think our games tended to be too low level for it to factor much at the time</p><p></p><p>Edit: I decided to include the full post from Mearls because it seemed like without it the discussion was really veering off to hammer on aspects of something that he wasn't quite writing about.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9789569, member: 93670"] It's a pretty extreme deviation from the long post he actually wrote. I don't think that the selective quoting was deliberately malicious though since I wanted to post a thread about it but avoided doing so when I couldn't think of a way to easily do it without just copying the patreon post. [spoiler="he ACTUALLY wrote "] Legendary resistance is a cheap hack, jammed into 5e because we didn't have a better solution to the broken control spells that we had to include in the game for tradition's sake. How's that for an intro? As incendiary as the statement might be, it's fundamentally true. D&D changed over the years, but its content remained the same. The spells that give DMs headaches today had counters in AD&D when they were first released. As the game shifted over time, those spells retained their core functionality while monsters lost their defenses against them. What's a designer to do? First, let's take a step back into how things used to work. [HEADING=2]Resisting Magic[/HEADING] Roughly speaking, magic resistance was a flat percentage chance that a spell failed to function when it targeted a creature. Powerful creatures, particularly those from other planes, had magic resistance. Let's take the bone devil as a point of comparison. In 5e, the bone devil is CR 9 and has a Wisdom saving throw of +6. Not bad! At 5,000 XP, we can expect it to face characters from 6th to 13th level. It probably has a save DC against PC spells that ranges from 15 to 18 or so, meaning it saves about 60% to 45% of the time. It also has magic resistance - the 5e version that gives advantage on saves - so it succeeds around 75% of the time on average. In AD&D, the bone devil has 40% magic resistance. Target it with any spell, and there is a 40% chance that the spell simply fails to do anything. Its save against spells succeeded on an 11+ on a d20 roll. That means between magic resistance and a static save that it succeeds on a save about 70% of the time. [B]That's pretty close! Except there's one problem. 5e gives characters a LOT of ways to mess with saving throws. 5.5 in particular is rife with them. In AD&D, characters have few if any ways to alter a monster's saves. On top of that, in the typical AD&D party only one character - the magic-user - had access to spells that could shut down a creature. The cleric could do it, but their offensive spells were weaker. The fighter and thief, barring access to a magic item, relied only on damage output. In contrast, the default in 5e is that every character can expend resources to shut down a monster. If the party focus fires a creature and correctly understands that control effects are key to winning, they can shut down a creature through sheer volume of saves. That simply wasn't an option in AD&D. In context, the math between 5e and AD&D lines up well. In practice, an AD&D creature saves maybe once per round, while a 5e creature might need to save at least once on every character's turn[/B]. [HEADING=2]"Save me!" Cried the Mighty Balrog[/HEADING] This design approach leads to bad tension in the game. The DM wants a creature to have a fighting chance. The players want to turn its action economy to dust. Legendary resistance is bogus because the PHB gives the players those options. What fun is there in giving someone toys and then taking them away? Let's start with determining the scope of the problem. 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. Legendary actions are a giant, blinking, neon sign that says, "I'm a boss monster!" So, let's add this mechanic to replace legendary resistance: [B]Legendary Defense:[/B] When this creature makes a saving throw, it can expend a legendary action to gain a +5 bonus to all saving throws until its next turn. I think this works as a get out of jail free card. A spell or effect slows down a monster, but doesn't grind it to a halt. It then provides a model for some unique effects, say for a mindflayer. [B]Spiteful Mind Lord:[/B] When this creature makes a saving throw, it can expend a legendary action to gain a +5 bonus to all saving throws until its next turn. If it uses this ability in response to an Intelligence, Wisdom, or Charisma save, the creature that created the effect takes 15 psychic damage. There! Now we have some texture that helps shape how to deal with monsters. Here's another one for a devil. In this case, our boss monster devil struck a contract with some allies to help it out when it is in a pinch. [B]Diabolic Bond:[/B] When this creature makes a saving throw, it can expend a legendary action to gain a +5 bonus to all saving throws until its next turn. The first time it uses this ability and fails its saving throw, 1d3 barbed devils teleport to open locations within 30 feet of it. How about stuff like [I]forcecage[/I]? In theory the concentration mechanic is supposed to keep those in line. What if we did something like this to get PCs to burn through more spells: [B]Twisted Weave:[/B] At the end of this creature's turn, each active spell that affects this creature or an area within 100 feet of it is polluted by its corruption of the weave. Creatures of its choice that cast those spells take 25 force damage per spell they cast. You could model that with different damage or introduce other effects to mess with PCs. How about dismissal or similar magic? [B]Walker of Hidden Ways:[/B] If an effect would teleport this creature or send it to another plane, this creature instead teleports up to 500 feet to an open space of its choice. [HEADING=2]Putting it All Together[/HEADING] As you can see, there are plenty of ways we can counter the metagame presented by the PHB. The trick is being aware of what the characters can do and how we as DMs can counter them without simply saying no. Monsters need tools to counter the effects they see in play, the ones from the PHB, rather than potential hazards they might face.[/spoiler] Starting by putting my cards face up on the table WRT control spells... I never had a problem with control spells in adnd2e/3.x and quite liked the way 3.x spell resistance∆ encouraged control capable casters to shift from save or die/lose spells to battlefield control and save or suck spells that would turbo charge the other players in the party with reciprocity. IME the "[URL='https://youtu.be/TTBpVGeJLzI?si=diyrp1_J8fMmgmFn']god wizard[/URL]" of 3.x was a self correcting problem for everyone at the table but players who had no interest in being [I]part[/I] of a team they worked together in a group/party based game. [MEDIA=youtube]d5At3bTi04M[/MEDIA] That bolded section you omitted even mentioning is pretty critical to the whole point that mearls was making though because the post was about how design changes result in 5e failing on this aspect even though the math is pretty similar. Imo: The abilities he mentioned are an improvement over 5e's LR="no it saves, the duce lied" but fail at taking on the biggest sin of Legendary Resistance. That sin being combined with neovancian prep it removed the way SR:Yes/No spells influenced player choices both round to round encounter to encounter and all the way back to every time they had a chance to select spells or supporting build choices. Between the shifting PC capabilities and shift from vancian to neovancian spell prep monsters frequently went from needing to save against [I]something[/I] once maybe twice per round to needing to save against something encounter deciding every turn. That's not the only shift though, and a few posts have touched on it by mentioning different party sizes/party roles being impacted differently ranging from not at all to bring completely shut down, but the maybe more important (and unmentioned) part is that 3.x SR meant the monster would be saving against different spells than in 5e. While vancian prep ensured that a caster would be specialized with a spell loadout and build setup to be the party's crank it to 11 dial but fairly useless when it came to personally killing foes. -OR- The caster was specialized for blasting and probably had some spell penetration feats/gear along with a spell selection balancing both monster melting SR:yes spells and less effective but reliable SR:no spells. Under vancian prep those two caster build choices needed to balance how many of each spell they prepared and as a result players would simply do their best not to waste a SR:yes save or lose/die spell on a monster even suspected of having SR because doing so often meant that the only copy of that spell available bounced off the monster's SR with less impact than a lucky sling or crossbow strike could have been. With neovancian prep & on the fly upcasting in 5e monsters face a scenario where casters don't face that same pressure choose one or the other during spell prep/build choices so the legendary resist monsters don't benefit from the shift in spell choices either when players of God wizard type builds know they could devote almost every slot to save or lose/die type spells rather than shifting to reciprocity fueled spell choices. Meanwhile those blasters can just call down whatever is going to be closest to calling down orbital bombardment in any given encounter without feeling an urge to down shift with less flashy spells that might give other PCs a chance to shine on trash mop up or boss monster juggling. ∆my memories of the ad&d2e equivalent mearls mentioned are too fuzzy and I think our games tended to be too low level for it to factor much at the time Edit: I decided to include the full post from Mearls because it seemed like without it the discussion was really veering off to hammer on aspects of something that he wasn't quite writing about. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
Top