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MM: How many high levels monsters have some form of magic resistance?
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<blockquote data-quote="Dausuul" data-source="post: 6464994" data-attributes="member: 58197"><p>Well, to be fair, it's probably rather campaign-dependent. One of the changes in 5E relative to 4E was that the 5E designers decided it was acceptable to have classes specialized in different "pillars"--if you're good at exploration and social encounters, it's okay if you're not as strong in combat. That will naturally have disparate impact on different campaigns.</p><p></p><p>In the campaign I play in, non-combat activity makes up a big chunk. There's a lot of social stuff, intrigue, and so forth, which us spellcasters really shine at. I recently used <em>contact other plane</em> and some carefully worded questions to cut a deal with a god... a painful deal with an evil god, which will probably lead to my character's demise down the road, but still not an opportunity the barbarian is likely to get without the DM basically handing it to her. Illusion magic is my bread and butter, and I'm as likely to use <em>fireball</em> for arson as for killing enemies. Ironically, that same non-combat focus has made it very hard for me to use my wizard specialty of necromancy. I keep trying to animate skeletons and zombies, and then having to leave them behind because people get so upset when you show up with a bunch of undead in tow. I'm hoping that picking up the <em>seeming</em> spell will make my life easier on that front.</p><p></p><p>(For the record, my alignment is absolutely not Chaotic Evil, the deal with the god did not involve my soul in any way, and I'm shocked that you would suggest such things. Also, when I say "undead" I mean fluffy bunnies. Don't poke the bunnies.)</p><p></p><p>When combat does break out, I have quite a few options. Direct attacks like <em>fireball</em> are ideal for clearing out minions and creating hazardous terrain in the process (wooden buildings and I do not get along), while save-or-lose debuffs are good for taking care of stronger foes. Remember, most enemies are not legendary, and a save DC of 18 is nothing to sneeze at, particularly if I target the enemy's weak saves. Then there's battlefield control and illusion shenanigans. Every time we come up against an enemy spellcaster, <em>counterspell</em> makes my DM a sad panda. And, yes, I do often buff and teleport the martial PCs; I regard this as a perfectly good use of my time and spell slots. The barbarian is a scary, scary force in melee, but all that melee power does no good against an enemy blasting us from on top of a cliff. If I <em>dimension door</em> the barbarian to the cliff-top, the resulting carnage is every bit as much my doing as hers. It wouldn't have happened without me.</p><p></p><p>However, if we were playing dungeon crawls dominated by straight-up brawls against big monsters, I can imagine I might feel a bit in the shade.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6464994, member: 58197"] Well, to be fair, it's probably rather campaign-dependent. One of the changes in 5E relative to 4E was that the 5E designers decided it was acceptable to have classes specialized in different "pillars"--if you're good at exploration and social encounters, it's okay if you're not as strong in combat. That will naturally have disparate impact on different campaigns. In the campaign I play in, non-combat activity makes up a big chunk. There's a lot of social stuff, intrigue, and so forth, which us spellcasters really shine at. I recently used [i]contact other plane[/i] and some carefully worded questions to cut a deal with a god... a painful deal with an evil god, which will probably lead to my character's demise down the road, but still not an opportunity the barbarian is likely to get without the DM basically handing it to her. Illusion magic is my bread and butter, and I'm as likely to use [i]fireball[/i] for arson as for killing enemies. Ironically, that same non-combat focus has made it very hard for me to use my wizard specialty of necromancy. I keep trying to animate skeletons and zombies, and then having to leave them behind because people get so upset when you show up with a bunch of undead in tow. I'm hoping that picking up the [i]seeming[/i] spell will make my life easier on that front. (For the record, my alignment is absolutely not Chaotic Evil, the deal with the god did not involve my soul in any way, and I'm shocked that you would suggest such things. Also, when I say "undead" I mean fluffy bunnies. Don't poke the bunnies.) When combat does break out, I have quite a few options. Direct attacks like [i]fireball[/i] are ideal for clearing out minions and creating hazardous terrain in the process (wooden buildings and I do not get along), while save-or-lose debuffs are good for taking care of stronger foes. Remember, most enemies are not legendary, and a save DC of 18 is nothing to sneeze at, particularly if I target the enemy's weak saves. Then there's battlefield control and illusion shenanigans. Every time we come up against an enemy spellcaster, [i]counterspell[/i] makes my DM a sad panda. And, yes, I do often buff and teleport the martial PCs; I regard this as a perfectly good use of my time and spell slots. The barbarian is a scary, scary force in melee, but all that melee power does no good against an enemy blasting us from on top of a cliff. If I [i]dimension door[/i] the barbarian to the cliff-top, the resulting carnage is every bit as much my doing as hers. It wouldn't have happened without me. However, if we were playing dungeon crawls dominated by straight-up brawls against big monsters, I can imagine I might feel a bit in the shade. [/QUOTE]
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MM: How many high levels monsters have some form of magic resistance?
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