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<blockquote data-quote="James Gasik" data-source="post: 9436669" data-attributes="member: 6877472"><p>Disadvantage on magic attacks wouldn't really have a huge impact, as there aren't very many of those. And you still have the problem that it doesn't do anything for spells that lack attacks or saves, like <em>magic missile</em>. Or have alternative systems, like 2014 <em>sleep</em>, or things that require ability checks, like <em>maze</em>. </p><p></p><p>A universal magic resistance is hard to design when magic doesn't have universal rules. You could just have a system where creatures are immune to low level spells (like <em>globe of invulnerability</em>) or have a "special save" (X or less on a d20 roll to negate a spell), or a special version of legendary resistance that only works on spells.</p><p></p><p>At the end of the day though, I found this is a lot of work to either make casters waste spell slots they're intended to use throughout the day, or make them not cast offensive spells at all, other than cantrips, which makes the rest of the party have to shoulder the extra burden and could make a fail state more likely.</p><p></p><p>Now if you're ok with all that, you could try any or all of those options, but I feel that rather than punish someone for being a spellcaster, instead, force them to be a little creative with what spells they use.</p><p></p><p>If they overrely on damage spells, throw a few resistances their way. If they keep trying to disable enemies, it's not hard to find an immunity to charm or stunning. A major foe could have a magic item like a "dimensional anchor" to prevent <em>banishment</em>, or a teleportation power to escape a <em>forcecage</em>. </p><p></p><p>Ideally, you let the players figure this out or at least have clues, and then they might be able to choose different spells to bring to the fight. Not every class has that option, of course, but a wand or even scrolls of different spells you'd rather they cast is still probably better than making them feel that they're wasting their time casting any spells.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9436669, member: 6877472"] Disadvantage on magic attacks wouldn't really have a huge impact, as there aren't very many of those. And you still have the problem that it doesn't do anything for spells that lack attacks or saves, like [I]magic missile[/I]. Or have alternative systems, like 2014 [I]sleep[/I], or things that require ability checks, like [I]maze[/I]. A universal magic resistance is hard to design when magic doesn't have universal rules. You could just have a system where creatures are immune to low level spells (like [I]globe of invulnerability[/I]) or have a "special save" (X or less on a d20 roll to negate a spell), or a special version of legendary resistance that only works on spells. At the end of the day though, I found this is a lot of work to either make casters waste spell slots they're intended to use throughout the day, or make them not cast offensive spells at all, other than cantrips, which makes the rest of the party have to shoulder the extra burden and could make a fail state more likely. Now if you're ok with all that, you could try any or all of those options, but I feel that rather than punish someone for being a spellcaster, instead, force them to be a little creative with what spells they use. If they overrely on damage spells, throw a few resistances their way. If they keep trying to disable enemies, it's not hard to find an immunity to charm or stunning. A major foe could have a magic item like a "dimensional anchor" to prevent [I]banishment[/I], or a teleportation power to escape a [I]forcecage[/I]. Ideally, you let the players figure this out or at least have clues, and then they might be able to choose different spells to bring to the fight. Not every class has that option, of course, but a wand or even scrolls of different spells you'd rather they cast is still probably better than making them feel that they're wasting their time casting any spells. [/QUOTE]
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