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Nothing is worse than ending your turn and watching a character die to a Legendary Action regular attack that happens to be a critical hit.
Legendary actions serve the purpose of evening out the action economy and stripping away a little of that advantage in numbers without having to add minions or contrivances. They represent supreme speed or wit or power that present an actual challenge to a group of coordinated players, rather than a vampire eating three attacks of opportunity as he back tracks across the arena getting smacked around whenever players catch up.
@chez- :D I don't think your position makes much sense. You're saying that any average group of players, because they will outnumber a solo boss, are likely to stomp any solo boss, in any and all TTRPG systems. And that's why 5e, alone, has allowed bosses to cheat. No other system has, on average, challenged a PC.
If legendary actions are a result of speed, how much speed? If wit, how much wit? If I get 90 feet of movement a round and 30 Int, can I have two legendary actions? Do the bosses have 90 feet and 30 Int?
@Kasa - XD Famously, nobody uses the tarrasque when discussing rules and gets taken seriously. But I can field that nonetheless. Special abilities are one thing. They're operating within the rules of the system to create something unique. But there are certain elemental properties of any game that are sacred to the game. For instance: if you were to find a wall clip in this game and were able to fly outside of the map, would you be using an exploit? Or would you be using a PC-based legendary action?
the argument of "everything a creature in D&D does so can a player" is also, equally untrue, there is no spell in the game that mimics a ghosts posession, there is no spell in the game that mimics a liches ability to return from the dead as long as their philo is still alive. so on and so forth.
ultimately legendary actions are the modern name for a system in 4e they caried over, in which specific actions refreshed on a "4,5,or 6" or something along those lines.
they are a tool used to allow a creature that is alone/with far fewer minions then needed to still keep up with the action economy the game provides.
consider the example: a vampire alone, vs 4 players, he loses easily, even if his CR is higher, due to the nature of action economy, having lair actions gives him extra actions to help mitigate this issue to some extent, which is why the system exists: to make what is symbolic of "boss encounters" more challange, to make them stand out as opposed to another encounter.
I legitimately have no idea what you mean, and since when was it decided that you can't be serious about tarrasques?
They are cannon CR 20 encounters, but for the sake of argument how about a 3.5 demilich?
CR 29 and literally immune to all magical and supernatural effects (even those cast by gods) except shatter (but only deals 1/2 damage), dispel evil (fort save for 1/2), and holy smite as well as immune to cold, electricity, polymorph, and mind-affecting attacks. On top of all it's other special abilities.
So, if you're a vampire intern who's just got out of vampire college, you can suck blood. But, even if you never learn anything but how to make coffee at your vampire internship, you're suddenly able to defy the rules of the universe (as defined by the game rules) as soon as the universe declares you "not an intern, but instead a boss".
@Kasa I'm not sure why you bring up a demilich either. They might be argued to be too powerful, or not powerful enough, or anything else. Whatever the case may be there, the point is that they're playing by the rules. We accept as part of the universe that humans are different from dragons- and so dragons have physical advantages and drawbacks that humans don't have. But it's totally different to say that the definitions of the universe change when an out-of-game label gets applied to something. That's the point I was trying to make when I mentioned wall clipping exploits. While certainly effective, by skipping a dungeon out of bounds, you're breaking the rules you agreed to when you started the game-- in particular with this one, the rule that you'll pretend that the world is real for a while and walk through a dungeon instead of, say, opening up a code file and rolling the end credits.
I gave you a few examples of creatures that do things that the PC's can't do according to the rules, in 5e legendary creatures can do things the PC's can't because they are as different from the PC's as humans are from dragons and thus have different abilities. In this case they have legendary actions and the PC's don't ya?
The tarrasques can't die unless wished dead after it has taken it's full HP worth of damage +10 and is immune to most spells, the demilich can revive from death as long as it's phylactory is safe, it's also immune to magic except for 3 very specific spells.
These are things that are "against the rules" according to your point since they can do them and no one else can.
Imagine we're talking about baseball and you're a pitcher. As the pitcher, you don't have control over who you're pitching to. The first guy may have a terrible batting average. The second guy might hit home runs constantly. As the pitcher, you accept that's part of the game. Sometimes you have easy guys to strike out, sometimes hard. And when they do hit the ball, you may have to respond by trying to catch it, duck out of the way, etc. That's baseball.
But say the third guy that comes up to bat misses the first pitch, but then he bends over, takes the ball out of the catcher's hands, and throws it. That doesn't count right? Because that's not baseball. That's something else. But then, some ump tells you that it's allowed, because that guy's not a normal hitter. He's a boss. "Why is he a boss?" you might ask. And the ump just says cuz.
In a turn-based game, we go in agreeing that it's turn-based game on a grid. And that means certain things. It means that people take turns, and they move in grid spaces. If a monster is allowed to *not* take turns, then he may as well be allowed to *not* move in grid spaces.
lol actually, that's funny to me! What if you had a monster in 5e who was allowed to move on the grid lines between spaces, and your spells/attacks couldn't target him because they only allowed you to attack "any space within range 5" or whatever. I'd be interested in hearing about why that'd be much different from legendary actions.
same cereal, new name
In 3.5 some monsters were immune to magic, by playing 3.5 you're agreeing to those rules.
The rules are not changing, the game changed, your not playing AD&D or 3.5 or 4e or pathfinder, you're playing 5e and in 5e legendary actions exit. It sounds like you just don't like the rules to the game which is kind of to bad seeing as we are playing "baseball" and not claiminglight-ball.
@Zero: Say your a Sorak in this game. Soraks can polymorph. Can a Sorak polymorph into a boss?
I could see something like a Defiler using Dark Veil if you try to use Daylight to exploit its weakness as a good example of a boss being aware of it's own weaknesses.
The problem is that the Legendary Actions it can take in Solasta proper don't react to anything and are just bonus actions thrown out for the sake of trying to balance the action economy out.
To put it simply, as currently implemented it is a counterbalancing method that doesn't quite pan out as well as it could have because it is too general, but if it were more specific to circumstances and served as a response to the flow of battle it would have been a fair system that also still shows the cunning/powerful nature of Legendary enemies.
...I'm mostly just typing out my opinion on the topic now, feel free to disregard me if I'm just talking in circles.