the realistoic use of cantrip resistance is not clear to me.
I have 1 minute of concentration for Supporting a person on a saving throw.
In many cases e.g. combat or flooding wave it is often not really realistic to support another person with this cantrip without danger for myself.
Or other example climbing on wall and there falling stones so dex saving throw is needed. I can can touch him before climbing and so it can work if e.g. dex saving throw is needed. But if many falling stone it works only 1 time nad if if it falling stones harm me stand on the ground , the concentration could be lost.
And if exploring a dungeon i could touch another person who gets advantage on saving throw, but often a percpetion and athletic chekc is needed so saving is eventually not neede. Yes generally it could renewed but if then I must cast resistance on myself to pass this trap-spicked passage to renew it on the leading person.
The really good realistic use overall I could no see.
If the party’s scout (Rogue, Ranger, whatever) is going ahead to scout out an area resistance can be incredibly useful if they miss a trap.
In combat it’s sometimes handy to give resistance to a frontline melee combatant (Barbarian, Paladin, whatever) while the spellcaster hides behind cover, pops out to cast, and then hides behind cover again.
In your example of wall climbing, giving resistance to whoever has to climb up first and tie the rope off for everyone else can make the climb a little safer for them just in case.
And you can always cast it on yourself too, just in case.
There are tons of situations in which resistance can be useful, and since it’s a cantrip, it doesn’t cost you anything to spam it just in case. It’s a contingency plan. Whoever you cast it on might not need it, and might never use it, but I’d rather have it cast on me and not need it than need it and not have it.
Admittedly, it does lose usefulness at higher levels because it requires concentration, and often there’s a better concentration spell that could help more, but even then it still has its uses on occasion. But at lower levels it can literally be a life saver at times.
1) Apply it to a creature under an effect who can make a saving throw on each turn to end it.
2) You can apply it to an unconscious creature which they can use on a death saving throw.
3) Provide this to a creature (other than yourself) who needs to maintain concentration
Admiringly, it is not the best option to buff a party member. However, being a cantrip saves a spell slot. It helps in some scenarios but the examples you provided, I agree, the cantrip is not that beneficial.
If there's a trap you can see but can't disarm, then you can use Resistance to help your party get past it. If you're anticipating going into a fight, rarely it could be the best concentration spell for the situation. As an example, mephits are pretty low-threat but they use saving throws. Use a cantrip, you might save some HP. Using a leveled spell would be a waste.
It's not a spell you'd expect to use often. Pick it as, like, your 5th choice maybe. Or pick it if it really fits your character concept. It's not TOTALLY useless, but it's close.
Consider readying an action to cast resistance any time you anticipate danger to yourself or another member of the party. My feeling is that you'll do this most often outside of combat...
If there is a trap you can see but can't disarm, you can usually throw a rock or use a long stick to trigger it. There are numerous other cantrips you could use to trigger a trap too with a little time.
An example would be, in the Death House in Curse of Strahd, there's a doorway filled with moving blades you have to go through. There's no trigger.
Other instances might be, a room full of dangerous fumes, a bridge with strong wind trying to push you off, a wall of fire, the sympathy/antipathy spell, a slippery incline.
I have the same confusion as the OP about how to use Resistance effectively. In short, (1) you don't know when you'll need to help someone with a saving throw before it's too late, and (2) the range of touch severely limits who can receive it.
Re (1) I'm hoping that like Guidance in UA, Resistance will also be changed into a Reaction rather than an Action. (2), however, still makes the application of the spell severely limited. Would the RAW allow a caster to touch a target who is forced to make a saving throw if the caster is within 5 ft of the target?
There are times when you can be somewhat confident a saving throw will be in your near future. And there are a lot of times when you can't be. The times when you can be confident of it are the times when resistance is useful.
Best case scenario, let's suppose Resistance becomes a Reaction in the new PHB. Will that still allow enough time for the familiar to deliver the spell?
All of your objections are relevant for combat an totally irrelevant outside of it. Outside of combat you have the time to do things slowly, methodically, one at a time.
Nothing preventing you from walking around with it on all the time. But most of the time it is for when you know something is dangerous and are going to do it anyway.
Since most circumstances where PCs are forced to make saving throws are during combat, having it as a non-combat protection makes it practically useless
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Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Since most circumstances where PCs are forced to make saving throws are during combat, having it as a non-combat protection makes it practically useless
That may be your experience, in which case your opinion is entirely valid. But it doesn’t necessarily hold true in all situations for all tables.
Nothing preventing you from walking around with it on all the time. But most of the time it is for when you know something is dangerous and are going to do it anyway.
This is interesting. You could quite possibly just tell your GM that you are always keeping it up on yourself or whoever up until combat starts and even then you could say it's already up at the start since you were constantly casting it.
For the RP side it's a funny and wierd at the same time. "You see a man walking by and he keeps saying, 'good luck for me! good luck for me!'"
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Since most circumstances where PCs are forced to make saving throws are during combat, having it as a non-combat protection makes it practically useless
It's not that rare to have situations where you know that attempting to perform a specific action or move through a specific area will trigger a save... but usually your first preference is to figure out a way to not need to make the save at all.
Since most circumstances where PCs are forced to make saving throws are during combat, having it as a non-combat protection makes it practically useless
It's not that rare to have situations where you know that attempting to perform a specific action or move through a specific area will trigger a save... but usually your first preference is to figure out a way to not need to make the save at all.
“Attempting to perform a specific action or move through a specific area” sounds more like a situation for a skill check than a saving throw. Therefore, Guidance not Resistance.
“Attempting to perform a specific action or move through a specific area” sounds more like a situation for a skill check than a saving throw. Therefore, Guidance not Resistance.
If try and enter an area protected by, say, hallow, you need to make a save. There are other spells like that.
I suspect he is basing it on the fact that Resistance requires an action to cast and is a concentration spell that lasts up to a minute with the only benefit of giving one character a one time benefit of adding d4 to one saving throw. You could perhaps use it to help a character making death saving throws giving them a slightly better chance of success but in that case either healing word or spare the dying would both be infinitely better options.
In addition, Bless costs a first level spell slot but gives 3 characters resistance that is ongoing, 3 characters a d4 on to hit rolls, and is also a spell requiring 1 action to cast and concentration. Basically, if you are in combat, when you don't know which characters are going to be targeted with saves, you are far better off using an action to cast Bless than Resistance.
The only benefit of Resistance is free, repeated casting which is far more relevant outside of combat than in so I think it is reasonable to say that Resistance is primarily a spell with out of combat uses.
In practical terms, using Resistance out of combat is also pretty limited but comes up when the characters have some sort of situation requiring a save that can't be avoided. e.g. Perhaps a dex or strength save to avoid being knocked off your feet crossing a fast moving river. Resistance could be cast before each character makes their crossing attempt. Or perhaps the characters have to pass through a glowing magical curtain, not knowing what it does, the characters cast Resistance before each character passes through to mitigate the chances of failing a save if one is required.
So there are a few scenarios where Resistance is useful outside of combat and almost none inside of combat that wouldn't be better addressed with Bless.
the realistoic use of cantrip resistance is not clear to me.
I have 1 minute of concentration for Supporting a person on a saving throw.
In many cases e.g. combat or flooding wave it is often not really realistic to support another person with this cantrip without danger for myself.
Or other example climbing on wall and there falling stones so dex saving throw is needed. I can can touch him before climbing and so it can work if e.g. dex saving throw is needed.
But if many falling stone it works only 1 time nad if if it falling stones harm me stand on the ground , the concentration could be lost.
And if exploring a dungeon i could touch another person who gets advantage on saving throw, but often a percpetion and athletic chekc is needed so saving is eventually not neede. Yes generally it could renewed but if then I must cast resistance on myself to pass this trap-spicked passage to renew it on the leading person.
The really good realistic use overall I could no see.
Are there other opinion or example for use of it.
If the party’s scout (Rogue, Ranger, whatever) is going ahead to scout out an area resistance can be incredibly useful if they miss a trap.
In combat it’s sometimes handy to give resistance to a frontline melee combatant (Barbarian, Paladin, whatever) while the spellcaster hides behind cover, pops out to cast, and then hides behind cover again.
In your example of wall climbing, giving resistance to whoever has to climb up first and tie the rope off for everyone else can make the climb a little safer for them just in case.
And you can always cast it on yourself too, just in case.
There are tons of situations in which resistance can be useful, and since it’s a cantrip, it doesn’t cost you anything to spam it just in case. It’s a contingency plan. Whoever you cast it on might not need it, and might never use it, but I’d rather have it cast on me and not need it than need it and not have it.
Admittedly, it does lose usefulness at higher levels because it requires concentration, and often there’s a better concentration spell that could help more, but even then it still has its uses on occasion. But at lower levels it can literally be a life saver at times.
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Some possible options.
1) Apply it to a creature under an effect who can make a saving throw on each turn to end it.
2) You can apply it to an unconscious creature which they can use on a death saving throw.
3) Provide this to a creature (other than yourself) who needs to maintain concentration
Admiringly, it is not the best option to buff a party member. However, being a cantrip saves a spell slot. It helps in some scenarios but the examples you provided, I agree, the cantrip is not that beneficial.
If there's a trap you can see but can't disarm, then you can use Resistance to help your party get past it. If you're anticipating going into a fight, rarely it could be the best concentration spell for the situation. As an example, mephits are pretty low-threat but they use saving throws. Use a cantrip, you might save some HP. Using a leveled spell would be a waste.
It's not a spell you'd expect to use often. Pick it as, like, your 5th choice maybe. Or pick it if it really fits your character concept. It's not TOTALLY useless, but it's close.
Consider readying an action to cast resistance any time you anticipate danger to yourself or another member of the party. My feeling is that you'll do this most often outside of combat...
An example would be, in the Death House in Curse of Strahd, there's a doorway filled with moving blades you have to go through. There's no trigger.
Other instances might be, a room full of dangerous fumes, a bridge with strong wind trying to push you off, a wall of fire, the sympathy/antipathy spell, a slippery incline.
I have the same confusion as the OP about how to use Resistance effectively. In short, (1) you don't know when you'll need to help someone with a saving throw before it's too late, and (2) the range of touch severely limits who can receive it.
Re (1) I'm hoping that like Guidance in UA, Resistance will also be changed into a Reaction rather than an Action. (2), however, still makes the application of the spell severely limited. Would the RAW allow a caster to touch a target who is forced to make a saving throw if the caster is within 5 ft of the target?
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
There are times when you can be somewhat confident a saving throw will be in your near future. And there are a lot of times when you can't be. The times when you can be confident of it are the times when resistance is useful.
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Don’t forget that touch ranged spells can be delivered through a familiar, so if you’re a wizard or chainlock you can use it more effectively.
Best case scenario, let's suppose Resistance becomes a Reaction in the new PHB. Will that still allow enough time for the familiar to deliver the spell?
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
IT IS A NON-COMBAT PROTECTION.
All of your objections are relevant for combat an totally irrelevant outside of it. Outside of combat you have the time to do things slowly, methodically, one at a time.
Nothing preventing you from walking around with it on all the time. But most of the time it is for when you know something is dangerous and are going to do it anyway.
Since most circumstances where PCs are forced to make saving throws are during combat, having it as a non-combat protection makes it practically useless
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
That may be your experience, in which case your opinion is entirely valid. But it doesn’t necessarily hold true in all situations for all tables.
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What are you basing this statement on?
"Not all those who wander are lost"
This is interesting. You could quite possibly just tell your GM that you are always keeping it up on yourself or whoever up until combat starts and even then you could say it's already up at the start since you were constantly casting it.
For the RP side it's a funny and wierd at the same time. "You see a man walking by and he keeps saying, 'good luck for me! good luck for me!'"
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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It's not that rare to have situations where you know that attempting to perform a specific action or move through a specific area will trigger a save... but usually your first preference is to figure out a way to not need to make the save at all.
“Attempting to perform a specific action or move through a specific area” sounds more like a situation for a skill check than a saving throw. Therefore, Guidance not Resistance.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
If try and enter an area protected by, say, hallow, you need to make a save. There are other spells like that.
I suspect he is basing it on the fact that Resistance requires an action to cast and is a concentration spell that lasts up to a minute with the only benefit of giving one character a one time benefit of adding d4 to one saving throw. You could perhaps use it to help a character making death saving throws giving them a slightly better chance of success but in that case either healing word or spare the dying would both be infinitely better options.
In addition, Bless costs a first level spell slot but gives 3 characters resistance that is ongoing, 3 characters a d4 on to hit rolls, and is also a spell requiring 1 action to cast and concentration. Basically, if you are in combat, when you don't know which characters are going to be targeted with saves, you are far better off using an action to cast Bless than Resistance.
The only benefit of Resistance is free, repeated casting which is far more relevant outside of combat than in so I think it is reasonable to say that Resistance is primarily a spell with out of combat uses.
In practical terms, using Resistance out of combat is also pretty limited but comes up when the characters have some sort of situation requiring a save that can't be avoided. e.g. Perhaps a dex or strength save to avoid being knocked off your feet crossing a fast moving river. Resistance could be cast before each character makes their crossing attempt. Or perhaps the characters have to pass through a glowing magical curtain, not knowing what it does, the characters cast Resistance before each character passes through to mitigate the chances of failing a save if one is required.
So there are a few scenarios where Resistance is useful outside of combat and almost none inside of combat that wouldn't be better addressed with Bless.
Resistance is a useful spell if you think you're going into combat soon and you don't have anything else you want to bother using Concentration on.
It's situational, but it's also a super-low investment and it isn't restricted to near uselessness like Blade Ward or True Strike.
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