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Sell/unsell me on Magic Resistance and Legendary Resistance
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<blockquote data-quote="dmnqwk" data-source="post: 6860384" data-attributes="member: 6804204"><p>What a lot of DMs need to remember, when it comes to running a session, is that your only goal is for everybody to have fun.</p><p></p><p>Think of it like running a children's birthday party.</p><p>You are in control of a dozen or so people who rely on you to entertain them for a few hours.</p><p>You set up some balloons, party games, music, entertainment, food, drink and don't demand every child does everything.</p><p>You guide them through the party by springing games on them at certain times; you let them eat (maybe you leave the food out to nibble on instead) and when it comes time to end the party? Party Bags!</p><p></p><p>The DM is just like the parent running the party - your job is to control the situation so everybody is safe and has fun, it's not to demand everybody does exactly what you want them to, or for them to have fun in the way you desire.</p><p></p><p>If you personally don't like Magic Resistance, you are best off not using it - provided you are avoiding it to make the game more fun for your players.</p><p>I think it's a good addition, rather than the old spell resistance, because a lot more spells in 5th have substituted saving throws for attack rolls. You also find more monster resistant to b/s/p damage than you used to find, so it's swings and roundabouts for balance.</p><p></p><p>As for legendary resistance, it's there to ensure your story flows properly - they don't want the old boredom of "I cast finger of death on the super awesome dragon. He rolled a 1? Oops he's dead." But again, if you are scared you will metagame for the wrong reasons (the right ones being to ensure more people have fun) then you shouldn't use it, no.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6860384, member: 6804204"] What a lot of DMs need to remember, when it comes to running a session, is that your only goal is for everybody to have fun. Think of it like running a children's birthday party. You are in control of a dozen or so people who rely on you to entertain them for a few hours. You set up some balloons, party games, music, entertainment, food, drink and don't demand every child does everything. You guide them through the party by springing games on them at certain times; you let them eat (maybe you leave the food out to nibble on instead) and when it comes time to end the party? Party Bags! The DM is just like the parent running the party - your job is to control the situation so everybody is safe and has fun, it's not to demand everybody does exactly what you want them to, or for them to have fun in the way you desire. If you personally don't like Magic Resistance, you are best off not using it - provided you are avoiding it to make the game more fun for your players. I think it's a good addition, rather than the old spell resistance, because a lot more spells in 5th have substituted saving throws for attack rolls. You also find more monster resistant to b/s/p damage than you used to find, so it's swings and roundabouts for balance. As for legendary resistance, it's there to ensure your story flows properly - they don't want the old boredom of "I cast finger of death on the super awesome dragon. He rolled a 1? Oops he's dead." But again, if you are scared you will metagame for the wrong reasons (the right ones being to ensure more people have fun) then you shouldn't use it, no. [/QUOTE]
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Sell/unsell me on Magic Resistance and Legendary Resistance
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