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concentration in 5th edition, whats your fix?
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<blockquote data-quote="wardler" data-source="post: 7554272" data-attributes="member: 6984863"><p>House ruled it out immediately because it retcons every D&D fantasy story ever written by competely changing how magic users have always operated. Played AD&D with no such limitations and the paladins, barbarians, rangers, and fighters had just as much fun as magic users.</p><p></p><p>As a fighter you didn't worry about getting one shotted by an assassin or turned into a pin cushion by rangers and fighters. Magic users needed to be overpowered to survive in a fantasy world where a single silence spell might mean the end of your character. </p><p></p><p>There is no need for pseudo incentives and balancing to work as a team. The wizard had to sleep and study his spellbooks to get his Utley back after expending it. He wasn't a one man army at all times, but could also be devastation when prepared for a situation. Try killing a beholder with a group of wizards and tell me the game has no balance.</p><p></p><p>Class balance just makes the game boring by turning aesthetic into the only differentiating factor between the classes. If I wanted balance is play an MMO. I won't pretend to know what happened in 3e, but from what I hear this is largely the fault of that edition and the meta-game style of min max play that was adopted with it. </p><p></p><p>It is almost laughable thinking about what my AD&D paladin would do to a lich who had to abide by the concentration mechanic. It would be over in minutes. There would be no flying away while the paladin was surrounded by a wall of fire--you can only do one of those! No going invisible and flying in for the surprise attack from above... Thinking about going invisible? You'll have to give up your fire shield and then you're mince meat. But 5e nerfs a lot of spells like magic missiles and fire shield anyway.</p><p></p><p>While I was at it I threw out attunement rules as well. You can use as many magical items as you can find, cart, and equip. Two rings at a time, protection not stacking with armor.</p></blockquote><p></p>
[QUOTE="wardler, post: 7554272, member: 6984863"] House ruled it out immediately because it retcons every D&D fantasy story ever written by competely changing how magic users have always operated. Played AD&D with no such limitations and the paladins, barbarians, rangers, and fighters had just as much fun as magic users. As a fighter you didn't worry about getting one shotted by an assassin or turned into a pin cushion by rangers and fighters. Magic users needed to be overpowered to survive in a fantasy world where a single silence spell might mean the end of your character. There is no need for pseudo incentives and balancing to work as a team. The wizard had to sleep and study his spellbooks to get his Utley back after expending it. He wasn't a one man army at all times, but could also be devastation when prepared for a situation. Try killing a beholder with a group of wizards and tell me the game has no balance. Class balance just makes the game boring by turning aesthetic into the only differentiating factor between the classes. If I wanted balance is play an MMO. I won't pretend to know what happened in 3e, but from what I hear this is largely the fault of that edition and the meta-game style of min max play that was adopted with it. It is almost laughable thinking about what my AD&D paladin would do to a lich who had to abide by the concentration mechanic. It would be over in minutes. There would be no flying away while the paladin was surrounded by a wall of fire--you can only do one of those! No going invisible and flying in for the surprise attack from above... Thinking about going invisible? You'll have to give up your fire shield and then you're mince meat. But 5e nerfs a lot of spells like magic missiles and fire shield anyway. While I was at it I threw out attunement rules as well. You can use as many magical items as you can find, cart, and equip. Two rings at a time, protection not stacking with armor. [/QUOTE]
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