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Sell/unsell me on Magic Resistance and Legendary Resistance
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6860108" data-attributes="member: 6701872"><p>You can just as easily not be in that situation by deciding on a basic way in which you intend to use legendary resistance - whether that is against the first three saves the creature fails, against only things that failing the save means reduction in the legendary monster's ability to affect the party (i.e. stun, paralysis, restraining, and so on) or things which cause damage while the creature is already below half hit points (should the saves not already be used up before that point), and then sticking with that no matter what the players have their characters do.</p><p></p><p>Some players will want to unload their "big guns" first and might feel negatively about that turning out to not be an intelligent choice. My advice is to be transparent with your players so that they can know that the creature has legendary resistance and isn't going to just take their "big gun" and deal with it, and then they can hold back said "big gun" until they've thrown a few "medium gun" options out there to encourage the creature to burn through auto-saves - or just stick to spells that rely on attack rolls to not have to interact with this feature at all.</p><p></p><p>Other players will appreciate the opportunity to be strategic in their spell choices. It's the part of the game which used to be played out by choosing which spells to prepare and how many times to prepare each, moved to the middle of a likely "set piece" or "really important development" battle scene - the player knowing they have to use something bad enough that the monster is going to want to avoid it, so that they can set up the creature for their most potent attack. With those players, you really don't have to do anything but remember to "bite" when they toss out good "bait" to the legendary monster.</p><p></p><p>We've only been up to the 10-13 level range once so far, but the players loved it - they battled across a mindflayer conclave and stole an interdimensional ship from a wizard with numerous enslaved slaadi and took off into "space," concluding their Escape from Dungeonland (because I name my campaigns to help players understand what they are buying into when we start playing). There might be a sequel in the future... but there next high-level experience is at least a few months away since the current every-other-week campaign has only just reached 6th level.</p><p></p><p>Dice being dice, I've seen casters drop a single save-or-suck spell on more than a few creatures with magic resistance and said creature fail. The caster player really enjoyed those moments because they took a gamble and got the pay-off. If I even out the odds in any way, I am reducing that experience - that's not a thing I want to do because my players really like that experience.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6860108, member: 6701872"] You can just as easily not be in that situation by deciding on a basic way in which you intend to use legendary resistance - whether that is against the first three saves the creature fails, against only things that failing the save means reduction in the legendary monster's ability to affect the party (i.e. stun, paralysis, restraining, and so on) or things which cause damage while the creature is already below half hit points (should the saves not already be used up before that point), and then sticking with that no matter what the players have their characters do. Some players will want to unload their "big guns" first and might feel negatively about that turning out to not be an intelligent choice. My advice is to be transparent with your players so that they can know that the creature has legendary resistance and isn't going to just take their "big gun" and deal with it, and then they can hold back said "big gun" until they've thrown a few "medium gun" options out there to encourage the creature to burn through auto-saves - or just stick to spells that rely on attack rolls to not have to interact with this feature at all. Other players will appreciate the opportunity to be strategic in their spell choices. It's the part of the game which used to be played out by choosing which spells to prepare and how many times to prepare each, moved to the middle of a likely "set piece" or "really important development" battle scene - the player knowing they have to use something bad enough that the monster is going to want to avoid it, so that they can set up the creature for their most potent attack. With those players, you really don't have to do anything but remember to "bite" when they toss out good "bait" to the legendary monster. We've only been up to the 10-13 level range once so far, but the players loved it - they battled across a mindflayer conclave and stole an interdimensional ship from a wizard with numerous enslaved slaadi and took off into "space," concluding their Escape from Dungeonland (because I name my campaigns to help players understand what they are buying into when we start playing). There might be a sequel in the future... but there next high-level experience is at least a few months away since the current every-other-week campaign has only just reached 6th level. Dice being dice, I've seen casters drop a single save-or-suck spell on more than a few creatures with magic resistance and said creature fail. The caster player really enjoyed those moments because they took a gamble and got the pay-off. If I even out the odds in any way, I am reducing that experience - that's not a thing I want to do because my players really like that experience. [/QUOTE]
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