Still puzzling over the intended player behavior around legendary resistance.
There must be some category of spell, designed to make the choice difficult.
In fact, there must be three categories of spell, right?
1: Spells so low the DM wouldn't bother using LR.
2: Spells so nasty the DM would ABSOLUTELY use LR.
3: Spells between these two.
So the expectation is; the players use Category 3 spells until the DM uses LR 3 times, and then the battle can end when the enemy fails their save against a CAT 2 spell?
I think it's tempting to imagine LR as not being meaningfully different from just rolling well on saves.
But you CHOOSE to use it. So you ONLY use it on a failed save that would be Real Bad.
I think I get it.
We want the players to win. This is the End Boss, we expect you're gonna beat it. So LR isn't there to stop you from winning, we assume you're gonna win.
And it's ok to win on a single failed save. LR doesn't stop that, only postpones it. 1/
So winning from a single failed save is NOT considered anticlimactic. It's only anticlimactic if that happens at the start of the battle.
LR allows the Boss to live long enough to Do Its Thing. THAT is what LR is for.
2/
If the Boss completely wrecks your party, THEN dies from a single failed save, you feel like "HOLY SHIT THANK GOD!"
3/
This does not, however, address the intended player behavior. There probably is none. This is meta-design.
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So here's what happened last night in Star Citizen. We got six people on the Hammerhead and took a contract to bust out some prisoners from a Prison Transport Ship. twitch.tv/videos/6495352…
We eliminate the two escort ships and prepare to board the Caterpillar; a giant cargo ship whose cargo, in this instance, is cryopods. The prisoners are in suspended animation.
We open the airlock on the front of the Hammerhead, and can see the Prison Ship. A hacker has disabled it, and opened the cargo bay doors for us. twitch.tv/videos/6495352…
But, the core rules don't support this. The PHB doesn't have any mechanics that reference or support exploring uncharted provinces, and converting them into explored. There are no rewards for doing so, except the generic "experience" you could reward any player for any activity.
There's *an* adventure that's hexcrawly, but "a design pillar" should be supported in the core rules.
There's another context in which I think of "exploration" and that's "going to the bottom of a dungeon."
Alright folks, put on your best headphones and strap yourself in for about an hour because we are going on a tour of the BEST (not the most popular) PROG EPICS from the golden age of progressive rock. Things are about to get very noodley indeed! 1/
Each of these bands produced LOOONG songs, many became the band's signature epic and in EACH INSTANCE I think they had basically no idea what they were doing, and wouldn't crack the Epic formula until years afterwards, producing their best epics way after their golden age. 2/
Let's start with the kings of the long-form epic. YES. After Close To The Edge (18 minutes) someone asked "what next, you're putting the Bible to music?" And Jon Anderson said "Fuck you, yes! Yes we will!" And they didn't. They tried putting Hindu scripture to music. 3/