Level Up (A5E) One of A5e best subtle changes: Legendary Resistance

Stalker0

Legend
So in my new game even though we are not using A5e this time, a rule I have kept from the game that I have found is a big win at my table. And that is the notion that legendary resistance always "weakens" the creature in some way shape or form.

Personally, I think Legendary Resistance is one of the worst 5e monster mechanics. I completely understand why it is exists, but there is nothing more "feels bad man" than a player who actually gets off their big spell, than to be told "sorry, it did nothing". But I found that adding in these little weakening does a lot to soothe the hurt, the spellcaster can take comfort that they are still contributing, even if its not in the way they wanted.

In fact I often will go more hardcore than A5e does.... one thing I've been using a lot is that in order to use legendary resistance the BBEG has to sacrifice one of their minions (within lets say 60 feet) and draw in its energy. Or maybe 2-4 minions if they are particularly weak. This has been a big hit, when the spellcaster hears their spell didn't hurt the BBEG, but that one minion just goes up in smoke, they still get to cheer. And it provides some fun tactics at the table, my players have tried to kill off the minions first or isolate them from the BBEG long enough for the caster to try their spell without worrying about LR. And I find that small layer has added quite a bit to the tactics of a big fight.

So thank you A5e, while a small change, I think it has made a very noticeable improvement to what is otherwise a very poor mechanic imo.
 

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Distracted DM

Distracted DM
Supporter
IMO A5E's Monstrous Menagerie and Trials & Treasures books are one of the best things to come out of it, and also happen to be usable with or without the A5E classes etc! I think every 5e GM would benefit from taking a read through them.
 

So in my new game even though we are not using A5e this time, a rule I have kept from the game that I have found is a big win at my table. And that is the notion that legendary resistance always "weakens" the creature in some way shape or form.

Personally, I think Legendary Resistance is one of the worst 5e monster mechanics. I completely understand why it is exists, but there is nothing more "feels bad man" than a player who actually gets off their big spell, than to be told "sorry, it did nothing". But I found that adding in these little weakening does a lot to soothe the hurt, the spellcaster can take comfort that they are still contributing, even if its not in the way they wanted.

In fact I often will go more hardcore than A5e does.... one thing I've been using a lot is that in order to use legendary resistance the BBEG has to sacrifice one of their minions (within lets say 60 feet) and draw in its energy. Or maybe 2-4 minions if they are particularly weak. This has been a big hit, when the spellcaster hears their spell didn't hurt the BBEG, but that one minion just goes up in smoke, they still get to cheer. And it provides some fun tactics at the table, my players have tried to kill off the minions first or isolate them from the BBEG long enough for the caster to try their spell without worrying about LR. And I find that small layer has added quite a bit to the tactics of a big fight.

So thank you A5e, while a small change, I think it has made a very noticeable improvement to what is otherwise a very poor mechanic imo.
That's an interesting approach, and I agree that Legendary Resistance as in o5E is really bad. I think in general if a character expends a limited used resource there should ALWAYS be at least some minor effect, regardless of saves and perhaps even immunities, to a certain degree: a fireball may not damage a red dragon at all, but may rattle it for a round.

If only these kinds of fail forward mechanics were built in and I didn't have to come up with them every time...
 

That's an interesting approach, and I agree that Legendary Resistance as in o5E is really bad. I think in general if a character expends a limited used resource there should ALWAYS be at least some minor effect, regardless of saves and perhaps even immunities, to a certain degree: a fireball may not damage a red dragon at all, but may rattle it for a round.
the red great wyrm getting hit in the face with a 9th level fireball (it didn't hurt, but the caster was a wizard, and now he's overthinking why a caster who should've known better wasted his highest slot on that)
 

the red great wyrm getting hit in the face with a 9th level fireball (it didn't hurt, but the caster was a wizard, and now he's overthinking why a caster who should've known better wasted his highest slot on that)
The other thing I was thinking is that every use of Legendary Resistance counters a spell up to 3 levels, so a 9th level slot would require to burn all 3 Legendary Resistances
 


Do you have a rules link to how the weakening works?
it's specific to each monster, listed in their legendary resistance description. several dragons, for example, reduce their AC when they run out of legendary resistances (usually by 2), while solars lose their sword (and its associated abilities) for a turn when they use a legendary resistance.
 




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