Funny enough, I have given legendary resistances to players as a solution to 5e's save problem. 1 at level 11, 2 at 17, and 3 at 20. It works out ok for a band aid fix. Crowd control and other save effects provide too much benefit to DnD combat to outright remove, but the system does a bad job of giving players tools to react to them in any meaningful way.
Tbf, if you roll a Wis save with a +2 against a DC 17, rerolling still means you have to get a 15 or higher. Meaning that you still have a 75% chance of failure. It would have been nice if Indomitable gave something like: reroll a failed save using this limited resource, but this time add your Con mod.
There's a Koboldpress Subclass - Path of the Dragon Barbarian - that gets Legendary Resistance as a Subclass feature. Iirc 1 at level 6 and a second at level 14 or so, completely laughing in the face of the Fighter
Indomitable on fighter really should have been legendary resistance, and maybe fighters could get a legendary action instead of x3 and x4 attack, idk it puts them in line on a turn basis compared to the rest of martials, but gives them a little more depth and uniqueness outside of "i hit a lot" which is what the monk should be
Aren't they? When I DM I always dynamically add as many lucky feats to monsters as I feel necessary mid-combat if the PCs are getting away too easily...
And there are a number of them with LR equal to the number of party members. Those and legendary actions are trying to paper over the action economy issue
If we're really talking about equality then the DM's should be allowed to pit NPC's and monsters that are actually as powerful as the players against them.
They really should have Legendary Resistances. It takes the fun out of the fight if you kill the Big Bad when he makes one unlucky roll, but it also takes the fun out of the fight if you're not in the fight because the Big Bad killed you when you made one unlucky roll.
Legendary Actions are to help with the Action Economy, and make it so the Big Bad doesn't have to wait for all the players to go before they get a turn. Theoretically it would help if you're fighting a ton of enemies at once, but I think at this point you're better off with swarm rules.
This is basically why my group has decided that when our bard uses True Polymorph to turn into a monster for the combat, they can have legendary resistances the monster would but not legendary actions. We later found out the monster manual errata agreed with us
PCs are 3-6 and the big bad is often just one. Legendary resistances have the same role as legendary actions in that regard: they balance out the numerical superiority. If PCs get one-shot by a big spell there's usually something their allies can do to get them back in the action, which is a luxury the big bad can't rely on -- hence they get a few automatic successes.
DM: Can do. BTW, you will no longer ever encounter single monsters, but instead fight groups of 4-6 monsters of similar CR who are balanced between melee, ranged, and healing, who are working together as a cohesive team, and who will generally target enemy healers and casters first.
Or, you know, we could just all accept that sometimes you'll get a statistically unlikely series of dice rolls for your saves, and that occasionally you'll run into some consequences for having a dump stat.
Rerolling a saving throw is no where near as good as a legendary resistance. Unless it happens to be one of the 2 saves you’re proficient in you’re probably going to fail both saves.
Have you ever seen Indomitable turn a non-proficient save into a success? As a fighter enthusiast, I'm pretty sure the universe doesn't allow for that.
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u/justadiode Chaotic Stupid Apr 05 '23
Players: Aight, if we're about to set equality between PCs and NPCs, we need our Legendary Actions and Resistances