W'rkncacnter
Hero
well, closer to +3, really, but either way, maneuvers exist now, so "all" is a bit of an overstatement.a lot of creatures get advantage on saves against spells, so that's basically +5 on all saves
well, closer to +3, really, but either way, maneuvers exist now, so "all" is a bit of an overstatement.a lot of creatures get advantage on saves against spells, so that's basically +5 on all saves
well, closer to +3, really, but either way, maneuvers exist now, so "all" is a bit of an overstatement.
To be fair, Legendary Resistance doesn't go off automatically. If you're the Narrator and the player is doing something awesome that they rarely get to do, you can just... not use LR at that time.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.
You can of course, but lets be honest if your players activate the big whammy that screws over the BBEG, and they don't use their LR....that seems pretty darn suspicious.To be fair, Legendary Resistance doesn't go off automatically. If you're the Narrator and the player is doing something awesome that they rarely get to do, you can just... not use LR at that time.
What's an example of something with a save that a player rarely gets to do? I'm sure there are things but I'm just not thinking of them...To be fair, Legendary Resistance doesn't go off automatically. If you're the Narrator and the player is doing something awesome that they rarely get to do, you can just... not use LR at that time.
Some A5E spells do this- slow for example will make a creature Rattled if it succeeds. It would be great if more of them did.I think that the issue is more that many spells are extremely boring and disappointing when the target makes their save. Which is only made worse when the target can auto-save. The half-damage spells are still quite good when saves are made, so it would be nice if the game offered some other, lesser effects on successful saves. I personally find that spells like "Hold Person" are WAY TOO GOOD when the save is failed and yet WAY TOO BORING/feels like a waste of time when the save is made. If they could weaken the main result but add a consolation prize on a successful save, I think that it would be much more interesting and fun.
How would the players know if they used an LR or not? I personally am not in the habit of talking about this sort of meta-information.You can of course, but lets be honest if your players activate the big whammy that screws over the BBEG, and they don't use their LR....that seems pretty darn suspicious.
Maybe trying out a cool new spell or maneuver for the first time.What's an example of something with a save that a player rarely gets to do? I'm sure there are things but I'm just not thinking of them...
a party whose dm rolls in the open will always be able to see when a legendary resistance is used.How would the players know if they used an LR or not? I personally am not in the habit of talking about this sort of meta-information.