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What is the best way to handle ‘magic resistance’ in D&D 5e?
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<blockquote data-quote="Yaarel" data-source="post: 7292387" data-attributes="member: 58172"><p>Yeah, in 5e, ‘Magic Resistance’ is officially identical to a Magic Save Advantage.</p><p></p><p>This should not be confused with the Abjurer features: Spell Save Advantage and Spell Damage Resistance.</p><p></p><p>‘Magic Resistance’ is similar to Gnome ‘Cunning’, which is a Magic Save Advantage if it requires a Wisdom, Charisma, or Intelligence save.</p><p></p><p></p><p></p><p></p><p></p><p>An even simpler version of this preemptive save might be:</p><p></p><p>Magic Save Advantage. As with advantage, the save succeeds if either d20 succeeds. However if both d20s succeed then the spell effect is negated similar to an antimagic field whose area is self.</p><p></p><p></p><p></p><p></p><p></p><p>Highly specific things, like Trance sleep immunity and charmed save advantaged, are situational. I consider each worth about a skill proficiency, and only if the Trance also includes 4 hours light activity counting as a long rest.</p><p></p><p></p><p></p><p>Heh. It is what it is. Still, I am getting the feeling that the three clusters − Constitution, Dexterity+Strength, and Wisdom+Charisma+Intelligence − are each useful. Albeit it seems impossible to ‘balance’ the traditional six abilities. I wish, wish, wish Wisdom would split up into Intelligence-Perception and Charisma-Will. That would make it possible to balance. But for 5e that ship seems to have sailed. So Wisdom hogs both Perception and Will.</p><p></p><p></p><p></p><p></p><p>I am surprised you consider preemptive spell negation as balanced as disadvantage on an attack. In my experience with 1e, this kind of thing seemed highly powerful, disruptive to the gaming system, ... and coveted. But if you feel, in the context of 5e, it is less problematic, I will look into it more carefully.</p><p></p><p>I would still lean toward both advantage d20s succeeding as the mechanic to preemptively negate the effect, for the sake of economy of dice rolls while players take turns.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7292387, member: 58172"] Yeah, in 5e, ‘Magic Resistance’ is officially identical to a Magic Save Advantage. This should not be confused with the Abjurer features: Spell Save Advantage and Spell Damage Resistance. ‘Magic Resistance’ is similar to Gnome ‘Cunning’, which is a Magic Save Advantage if it requires a Wisdom, Charisma, or Intelligence save. An even simpler version of this preemptive save might be: Magic Save Advantage. As with advantage, the save succeeds if either d20 succeeds. However if both d20s succeed then the spell effect is negated similar to an antimagic field whose area is self. Highly specific things, like Trance sleep immunity and charmed save advantaged, are situational. I consider each worth about a skill proficiency, and only if the Trance also includes 4 hours light activity counting as a long rest. Heh. It is what it is. Still, I am getting the feeling that the three clusters − Constitution, Dexterity+Strength, and Wisdom+Charisma+Intelligence − are each useful. Albeit it seems impossible to ‘balance’ the traditional six abilities. I wish, wish, wish Wisdom would split up into Intelligence-Perception and Charisma-Will. That would make it possible to balance. But for 5e that ship seems to have sailed. So Wisdom hogs both Perception and Will. I am surprised you consider preemptive spell negation as balanced as disadvantage on an attack. In my experience with 1e, this kind of thing seemed highly powerful, disruptive to the gaming system, ... and coveted. But if you feel, in the context of 5e, it is less problematic, I will look into it more carefully. I would still lean toward both advantage d20s succeeding as the mechanic to preemptively negate the effect, for the sake of economy of dice rolls while players take turns. [/QUOTE]
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What is the best way to handle ‘magic resistance’ in D&D 5e?
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