D&D General Simple, Gritty,Modern. Unpopular Opinions

9. Magic resistance needs to return. If spells cant fail monsters need to be able to shrug them off. Combine with good saves. Mindflayers shrugging off spells 90% of the time (19+ on d20 roll) changes things.
Or make them able to fail. That's what Odyssey, Mearls' 5E variant is doing. This has the advantage of making non-combat spells less broken, when currently they're mostly the most OP spells in real terms.
 

log in or register to remove this ad



Reducing hit points across the board, bounded accuracy, changing saves, curating spells, making monsters scary – there are worthy reasons to explore these changes.

However...
9. Magic resistance needs to return. If spells cant fail monsters need to be able to shrug them off. Combine with good saves. Mindflayers shrugging off spells 90% of the time (19+ on d20 roll) changes things.

...I think Magic Resistance is not the best way to go... especially when you're asserting that "Most spells aren't broken"!

When you have multiple weapon attacks, entirely missing with one isn't a terrible loss... compared to when you only have one spell and it entirely fails that loss is more keenly felt.

Additionally, Magic Resistance is a second point of failure beyond the spell attack / saving throw. Most weapon attacks only have one point of failure: the attack roll.

Not to get too into the weeds, but research was done suggesting that a success rate around 70-75% gives strong motivation to keep striving without falling into giving up. I can't remember if this was from Mihaly Csikszentmihályi's work on "flow", but I've seen game designers reference it in their blogs.

Anything like Magic Resistance ("no your spell does nothing") should be used verrrrry cautiously due to the impact it has on players. If your game system plays super fast (B/X or AD&D) so losing your turn doesn't mean waiting as long as you would in a 3e, 4e, or 5e game...that might be ok. In a 5e styled game? I wouldn't do it.
 

Reducing hit points across the board, bounded accuracy, changing saves, curating spells, making monsters scary – there are worthy reasons to explore these changes.

However...


...I think Magic Resistance is not the best way to go... especially when you're asserting that "Most spells aren't broken"!

When you have multiple weapon attacks, entirely missing with one isn't a terrible loss... compared to when you only have one spell and it entirely fails that loss is more keenly felt.

Additionally, Magic Resistance is a second point of failure beyond the spell attack / saving throw. Most weapon attacks only have one point of failure: the attack roll.

Not to get too into the weeds, but research was done suggesting that a success rate around 70-75% gives strong motivation to keep striving without falling into giving up. I can't remember if this was from Mihaly Csikszentmihályi's work on "flow", but I've seen game designers reference it in their blogs.

Anything like Magic Resistance ("no your spell does nothing") should be used verrrrry cautiously due to the impact it has on players. If your game system plays super fast (B/X or AD&D) so losing your turn doesn't mean waiting as long as you would in a 3e, 4e, or 5e game...that might be ok. In a 5e styled game? I wouldn't do it.

It's something I've noticed playing OSR and 5E side by side. 3E and 5E you're way better off using control spells vs damage. Hp and save ratio is off.

Hold spells and others become the best things to use later on because of this. Your CR14 with mediocre wisdom save? Say hello to command/tashas hideous laughter and hold monster.
 

So currently running 3 campaigns 1 OSR, 2 5.5. Winding down C&C looking into 2E replacement.

5.5 is a very high powered D&D at least at the levels that matter. Had a barbarian yesterday land a 8d6+5 critical hit. Things like this and 5E hit point bloat is starting to leave me cold. Inflating the power level of 5.5 monsters isn't really helping as the main problem is hp bloat and removing various immunities and special abilities.

At levels that matter 5.5 is generally more OP than 3.5. Druid might be an exception to that statement. 5.5 is starting to pass me off already in 4 months or so. There's a lot of powerful abilities coming online level 3-6.

3.X and 4E are to complex.

B/X is to simple. At least player facing.

2E still has the AD&D engine as such.

5E came close but needs another pass over. 5.5 ramps up a lot of class and feat designs.

Various clones and OSR are interesting but there just tweaking B/X over and over. Other games like 13th age stray to far from D&D.

Of course you may like some things I have outlined. Be honest though do you want to be a player or run this stuff?
Working on a Bronze Age fork of 5E now. Playtest it for me when it's playtestable.
 

It's something I've noticed playing OSR and 5E side by side. 3E and 5E you're way better off using control spells vs damage. Hp and save ratio is off.

Hold spells and others become the best things to use later on because of this. Your CR14 with mediocre wisdom save? Say hello to command/tashas hideous laughter and hold monster.
Totally, yeah, action denial has a wide swing of impact in 5E. I have experienced that too.

Against lots of mooks or in certain situations (eg. slipping past held ogre door guard), it can work great, but against single or a few enemies, it can utterly cripple them for fairly low cost to the spellcaster. It becomes an anti-climactic and repeated strategy.

It depends how much design work you want to tackle, but strategies like… using the sleep or color spray hit point caps on action denial… or allowing a monster to burn hit points to remove certain crippling conditions… or monsters becoming more dangerous when suffering, paralyzed thunder, or whatever… those are ways to on the GM backend (mostly) deal with 5e conditions.

To be fair, I play in an OSE game, where these leeches kept paralyzing us for 1d4 rounds, and there were nine of these leeches… there were large periods of the fight where 1 to 3 party members could do nothing… the fight dragged… it sucked. Had we the party been able to do that to the monsters? It would’ve sucked just as much.

So a similar issue can occur in OSR games too, if design is done wrong.
 
Last edited:

5(.5)E is incredibly scared of the players not feeling useful and powerful 110% of the time. And yeah the HP bloat is ridicules and not fun at all. Combat should be fast (and kind of deadly).
I have a player who is new to D&D though he's played Pathfinder for a while. To my mind, he's overly concerned about the amount of damage his character can do, not from an egotistical place where he has to do a lot of damage, but from a fear that his character isn't useful enough to the group. I've tried assuring him he's fine, you really have to try hard to make an incompetent character in D&D these days, and nobody else has complained about his character during the campaign so I think he's growing a bit more comfortable.
 

@Zardnaar I forgot to share this with you. I'm also (slowly, with interruptions) working on a homebrew that sounds a bit like the "B/X advanced with three saves, lower hp" sort of game you're wanting. It's meant to be mostly compatible with OSE and B/X-adjacent games. Here's one of the class spreads (sort of modeled after Robin Hood) for my setting/homebrew rules to give you a feel...
Screen Shot 2025-03-12 at 10.28.48 PM.png
 
Last edited:

Remove ads

Top