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concentration in 5th edition, whats your fix?
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<blockquote data-quote="werecorpse" data-source="post: 7647292" data-attributes="member: 55491"><p>Can I reanimate this thread a second time? Re re animated?</p><p></p><p>I tend to resist changing stuff until I’ve played it RAW for a while, my first instinct with the concentration rules was that I liked the fact that it reduced the 3e massive pre combat buffing which was a problem both in the amount of time taken up and the huge difference in power between a prepared party and an unprepared party. I didn’t think that spells like hold person, web or blindness needed to be concentration because I didn’t see what problem they were trying to fix by making them concentration and if an aspect of the game worked fine you don’t need to fix it. But I figured it had been playtested so I’d give it a go. </p><p></p><p>Ive now played enough 5e RAW that I’m beginning to be irritated by some of the effects of concentration. For me it’s an aspect that’s working ok some of the time but has begun to show some issues.</p><p></p><p>In a 1980’s game called Bushido they had a limit to stop people overbuffing. In that game they had certain spells that couldn’t be cast on the same subject. So it was the recipient of the spells that was limited not the caster. In 5e you can still have 5 casters buff up one person. So using that Bushido limit in 5e if a wizard had enough spell slots they could give the fighter stoneskin, make the rogue invisible and themselves resistant to fire. I quite liked this as it kept buffing simple but flexible.</p><p></p><p>I don’t see the requirement for battlefield control spells like entangle, web, fog cloud or evards to be concentration or spells like hold person or blindness. They already have secondary save escapes and the like.</p><p></p><p>sure some attack spells need a concentration mechanic to stop them ie the new to 5e spell Spirit Guardians needs to be concentration because otherwise it lasts 100 rounds and the cleric will upcast it to the max maybe get turned invisible and rip through huge sections of many adventures. But does mordenkainens Sword, which is just a wizards 7th level version of spiritual weapon but with concentration. Does flesh to stone?</p><p></p><p>Another alternative is to allow some spells to be upcast 1 or 2 levels to get rid of the concentration requirement. So say invisibility cast as a 3rd level spell doesn’t need concentration, maybe greater invisibility cast as a 6th level spell. Anyway that’s how I’m approaching it at the moment as I’m looking at tinkering with the game.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7647292, member: 55491"] Can I reanimate this thread a second time? Re re animated? I tend to resist changing stuff until I’ve played it RAW for a while, my first instinct with the concentration rules was that I liked the fact that it reduced the 3e massive pre combat buffing which was a problem both in the amount of time taken up and the huge difference in power between a prepared party and an unprepared party. I didn’t think that spells like hold person, web or blindness needed to be concentration because I didn’t see what problem they were trying to fix by making them concentration and if an aspect of the game worked fine you don’t need to fix it. But I figured it had been playtested so I’d give it a go. Ive now played enough 5e RAW that I’m beginning to be irritated by some of the effects of concentration. For me it’s an aspect that’s working ok some of the time but has begun to show some issues. In a 1980’s game called Bushido they had a limit to stop people overbuffing. In that game they had certain spells that couldn’t be cast on the same subject. So it was the recipient of the spells that was limited not the caster. In 5e you can still have 5 casters buff up one person. So using that Bushido limit in 5e if a wizard had enough spell slots they could give the fighter stoneskin, make the rogue invisible and themselves resistant to fire. I quite liked this as it kept buffing simple but flexible. I don’t see the requirement for battlefield control spells like entangle, web, fog cloud or evards to be concentration or spells like hold person or blindness. They already have secondary save escapes and the like. sure some attack spells need a concentration mechanic to stop them ie the new to 5e spell Spirit Guardians needs to be concentration because otherwise it lasts 100 rounds and the cleric will upcast it to the max maybe get turned invisible and rip through huge sections of many adventures. But does mordenkainens Sword, which is just a wizards 7th level version of spiritual weapon but with concentration. Does flesh to stone? Another alternative is to allow some spells to be upcast 1 or 2 levels to get rid of the concentration requirement. So say invisibility cast as a 3rd level spell doesn’t need concentration, maybe greater invisibility cast as a 6th level spell. Anyway that’s how I’m approaching it at the moment as I’m looking at tinkering with the game. [/QUOTE]
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