Do you use legendary status (resistance, actions, etc) on creatures that aren't per se legendary when you design them for "boss battles"?
For example, "Yl'Kaltha, the Drow Priestess", whom the party has been chasing after (and stopping the evil plans of) for 4 levels (character levels, not dungeon levels :p ), would you (or have you) consider giving her Legendary Resistance and perhaps a "Move" and a "Dagger" Legendary Action, or do you keep those things strictly to the iconic monsters that deserve the fame?
For something like that particular example, I'd go for 1-2 uses of Legendary Resistance, 1-2 Legendary Actions, or just better stats in general. Probably just better stats.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I think it all depends on how iconic you want the villain to be in the grand design of the game. Also the higher level the more legendary resistances matter. Keep in mind the purpose of legendary resistances is to prevent the scenario where PC goes "I cast bestow curse targeting her wisdom" Next PC Goes, "I cast polymorph to turn her into a rat" 3rd PC "I place her into a jar" 4th PC "I fly up 1,000 feet and drop the jar" Encounter over in round 1 with no one taking damage.
So if its okay that the PCs basically end the encounter with spells in a round, then no need for legendary resistances. If you would prefer it to be a challenge, then you might need to add legendary resistances.
Legendary Actions serve the purpose of granting a creature more attack actions and therefore helping with their action economy. If the creature is going to be solo, they must have legendary actions or they will be wiped clean by the PCs without much effort. You don't have to give a creature legendary actions, you can give them companions to attack for them. However, if they are going to be a solo creature, they are going to need legendary actions to be a threat to the PCs.
Regardless, my problem seldom is "victory by overwhelming force" - and when it does happen, I don't mind.
It's just that I've noticed that Legendary Actions make for a much more interactive "boss fight" without needing support enemies. Rather than "enemy hits", "entire party goes", it feels more like the enemy is actively reacting in the fight (as NightsLastHero mentions in the last paragraph there). Mind, I've ran "threat" encounters without support enemies or legendary actions before, I just think it would make things more interesting. Not every "final enemy in the dungeon" should be a "dragon-level encounter", of course, but...
Between that and Lair, I think I have a few ideas to fiddle with for our next session.
My point wasn't that it was overwhelming force, only that it is possible to make the combat end before the bad guy even gets a chance to act, hence why legendary resistances are usually a good thing for the "boss" to have.
I wouldn't get that hung up on the legendary part of legendary actions and resistances. Legendary action are just things a creature can choose to do off of their turn and legendary resistances are just an exhaustible defense against saving throws. They can do quite allot but they're used flatly in typical dnd monsters and there's allot more that you can do with them.
For legendary actions. It may not necessarily make sense for every creature to have the kind of insane speed all the time that allows them to attack or move outside of their turn so don't think of them just in terms of every creature gets extra movement or attacks. They can also represent things like command, momentum, short burts of speed or even slow attacks for example
A creature may wind up an attack on it's turn and release it at the end of another creatures turn
They may start a movement and continue it over turns
They may command or summon allies to attack in their stead like a coordinated assault
A spell may have variable manifestations for example a psychic may be able to psychically hold a different creature in place every turn.
They may have some defense they activate quickly like a defensive spell
It's also generally more interesting for players if instead of rolling 4 attacks in a burst on a creatures turn you roll 1 attack at the end of each players turn.
Similarly for legendary resistance it may not make sense for that resistance to apply to all effects or necessarily instantly.
An acrobat may have legendary dexterity resistances that represent their ability to dodge but they eventually get tired and sloppy (run out of resistances)
A spell caster may have be a great counter speller and resist only spells.
Lair actions similarly are always every round effects in dnd that are comparable to an extra action on a creature. They don't have to be, you can have the lair be the main threat and only act very occasionally.
Do you use legendary status (resistance, actions, etc) on creatures that aren't per se legendary when you design them for "boss battles"?
For example, "Yl'Kaltha, the Drow Priestess", whom the party has been chasing after (and stopping the evil plans of) for 4 levels (character levels, not dungeon levels :p ), would you (or have you) consider giving her Legendary Resistance and perhaps a "Move" and a "Dagger" Legendary Action, or do you keep those things strictly to the iconic monsters that deserve the fame?
I use Lair actions, for boss battles, when the party has to fight the boss in its "domain".
Hah, hadn't thought of that. Another interesting idea.
*takes notes*
For something like that particular example, I'd go for 1-2 uses of Legendary Resistance, 1-2 Legendary Actions, or just better stats in general. Probably just better stats.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I think it all depends on how iconic you want the villain to be in the grand design of the game. Also the higher level the more legendary resistances matter. Keep in mind the purpose of legendary resistances is to prevent the scenario where PC goes "I cast bestow curse targeting her wisdom" Next PC Goes, "I cast polymorph to turn her into a rat" 3rd PC "I place her into a jar" 4th PC "I fly up 1,000 feet and drop the jar" Encounter over in round 1 with no one taking damage.
So if its okay that the PCs basically end the encounter with spells in a round, then no need for legendary resistances. If you would prefer it to be a challenge, then you might need to add legendary resistances.
Legendary Actions serve the purpose of granting a creature more attack actions and therefore helping with their action economy. If the creature is going to be solo, they must have legendary actions or they will be wiped clean by the PCs without much effort. You don't have to give a creature legendary actions, you can give them companions to attack for them. However, if they are going to be a solo creature, they are going to need legendary actions to be a threat to the PCs.
Hex? You mean Bestow Curse, right?
Regardless, my problem seldom is "victory by overwhelming force" - and when it does happen, I don't mind.
It's just that I've noticed that Legendary Actions make for a much more interactive "boss fight" without needing support enemies. Rather than "enemy hits", "entire party goes", it feels more like the enemy is actively reacting in the fight (as NightsLastHero mentions in the last paragraph there). Mind, I've ran "threat" encounters without support enemies or legendary actions before, I just think it would make things more interesting. Not every "final enemy in the dungeon" should be a "dragon-level encounter", of course, but...
Between that and Lair, I think I have a few ideas to fiddle with for our next session.
Yeah should be Bestow Curse not Hex.
My point wasn't that it was overwhelming force, only that it is possible to make the combat end before the bad guy even gets a chance to act, hence why legendary resistances are usually a good thing for the "boss" to have.
Legendary actions are my favorite
I wouldn't get that hung up on the legendary part of legendary actions and resistances. Legendary action are just things a creature can choose to do off of their turn and legendary resistances are just an exhaustible defense against saving throws. They can do quite allot but they're used flatly in typical dnd monsters and there's allot more that you can do with them.
For legendary actions. It may not necessarily make sense for every creature to have the kind of insane speed all the time that allows them to attack or move outside of their turn so don't think of them just in terms of every creature gets extra movement or attacks. They can also represent things like command, momentum, short burts of speed or even slow attacks for example
It's also generally more interesting for players if instead of rolling 4 attacks in a burst on a creatures turn you roll 1 attack at the end of each players turn.
Similarly for legendary resistance it may not make sense for that resistance to apply to all effects or necessarily instantly.
Lair actions similarly are always every round effects in dnd that are comparable to an extra action on a creature. They don't have to be, you can have the lair be the main threat and only act very occasionally.
Seems like necromancy is your favorite.
I don't hesitate to use Legendary actions, as well as traits and actions from any monsters i see fit when homebrewing a BBEG.