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*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="billd91" data-source="post: 9789688" data-attributes="member: 3400"><p>Legendary Resistance may be a bit of a kludge but most of the solutions I'm seeing aren't really an improvement. Legendary Resistance as it sits now is easy to apply and ablative. As long as the DM is letting players know when it's invoked, they can set their expectations properly and grind down its uses. Easy-peasy.</p><p></p><p>Too many of the solutions either muddle with that such as using legendary actions to fuel a major save bonus removes the ablatability, slow play by adding complication such as applying some kind of formula to determine levels of success or variable effects, undermines the brand or turns everything into sacks of hit points such as removing the save/suck effects entirely, and so on. </p><p></p><p></p><p>I think Cergorach makes a pretty good point here. Legendary Resistance may not feel elegant by any means, but is it not working for people? It definitely works well for me as a DM under most circumstances. Probably the worst problem I ever had with it is described here:</p><p></p><p>Six PCs, one of whom is a monk capable of stunning, will run through legendary resistances very fast. But even then, the legendary resistance is doing its job and keeping my legendary monsters from going down to cheap stuns or other save/suck effects that would have a much stronger impact on the pacing without the legendary resistance. And that's... enough. I don't necessarily want those save/suck effects gone - I just want PCs to work for them a little. And if that means attacking the non-hit point track for defeating monsters multiple times to land that effect, ultimately I'm good.</p></blockquote><p></p>
[QUOTE="billd91, post: 9789688, member: 3400"] Legendary Resistance may be a bit of a kludge but most of the solutions I'm seeing aren't really an improvement. Legendary Resistance as it sits now is easy to apply and ablative. As long as the DM is letting players know when it's invoked, they can set their expectations properly and grind down its uses. Easy-peasy. Too many of the solutions either muddle with that such as using legendary actions to fuel a major save bonus removes the ablatability, slow play by adding complication such as applying some kind of formula to determine levels of success or variable effects, undermines the brand or turns everything into sacks of hit points such as removing the save/suck effects entirely, and so on. I think Cergorach makes a pretty good point here. Legendary Resistance may not feel elegant by any means, but is it not working for people? It definitely works well for me as a DM under most circumstances. Probably the worst problem I ever had with it is described here: Six PCs, one of whom is a monk capable of stunning, will run through legendary resistances very fast. But even then, the legendary resistance is doing its job and keeping my legendary monsters from going down to cheap stuns or other save/suck effects that would have a much stronger impact on the pacing without the legendary resistance. And that's... enough. I don't necessarily want those save/suck effects gone - I just want PCs to work for them a little. And if that means attacking the non-hit point track for defeating monsters multiple times to land that effect, ultimately I'm good. [/QUOTE]
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Mike Mearls says control spells are ruining 5th Edition
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