D&D 5E concentration in 5th edition, whats your fix?

Concentration

  • half duration

    Votes: 1 0.5%
  • Wisdom save

    Votes: 0 0.0%
  • do away with it

    Votes: 10 4.7%
  • or play as is

    Votes: 203 94.9%

  • Poll closed .

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5ekyu

Hero
That can work too.
I tend to ho with minion casters for the NPCs. So many bits of 5e vombat get more challenging and more engaging and reactive with underlings that kinda serve as active terrain.

For PCs, see no need for change. Thrir spellcasters are not being overshadowed and outdone by their non-spell teammates.

That ssid, there is a bit of good thought exercise around a rebuild where concentration switches yo bring some sort of "target lock-out". Idea would be only one of "lock-out" active on any one target. Then allow attacks on the target or dome such to break the link, ending the spell.
 

Vael

Legend
I really like the Concentration mechanic as-is, but I could see an argument made that a few spells that are Concentration should not be. For those, I'd be tempted to instead add "if you cast this spell again while the first spell is still active, the first effect ends immediately". Maybe keyword that to "Unique"?

Spells I'd consider changing from requiring Concentration to Unique:
Dancing Lights
Flame Blade
Mordenkainen's Sword

I'd like to take the smites off, but then I think they get hinky if you can stack different smites.
 

Undrave

Legend
I played it as is. We'd discussed an optional rule to let you concentrate on a second spell by spending your action, so you could cast Fly turn 1, Invisibility turn 2, and thereafter spend your action to concentrate, so all you could do is move and take bonus actions.

Feels like that could be the signature ability of some kind of Wizard sub class or something!
 

Multi spell concentration: When a caster takes damage the DC is 10 or half the damage taken whichever is higher. If the caster is concentrating on more than one spell each additional spell adds 5 to the DC. Failing the check automatically ends concentration on all spells.
 

neogod22

Explorer
Multi spell concentration: When a caster takes damage the DC is 10 or half the damage taken whichever is higher. If the caster is concentrating on more than one spell each additional spell adds 5 to the DC. Failing the check automatically ends concentration on all spells.
That's a good idea too. I might add that to the feat.
In actuality, concentration is broken anyway. Mainly becaise you have to concentrate to cast a spell, and concentrate to hold it. If concentrating on casting a spell that takes 1 round or less, does that mean if you're concentrating on spell A, and you cast spell B is a spell that takes concentration also, can you choose not to hold onto spell B to maintain spell A if you don't want the effects to last longer than 1 round? Some people will say no, but what's your opinions?
 

Gadget

Adventurer
I would concur with the majority that I think the Concentration mechanic is a great addition to the game. The most I would say is that there are probably a few spells that don't really need it.
 

I would concur with the majority that I think the Concentration mechanic is a great addition to the game. The most I would say is that there are probably a few spells that don't really need it.
Agree. Concentration is a welcome addition to the game. There are minor oddities here and there with it. But removing it is throwing the baby out with the bath water.

My tweaks so far:
I allow rangers to use hunters mark with another concentration spell in combat. It temporarily drops the need for concentration (but you have to maintain concentration after the combat to keep it going)

The light cantrip requires concentration.
 

Undrave

Legend
My biggest beef with the Concentration mechanic is just how much Concentration spells there are on the Druid spell list, meaning that if you cast one of your Concentration spell you basically have almost nothing to spend your spell slots on and are stuck with Cantrips for most of a fight.

I had a Shepherd Druid and once I cast Conjure Animal that was it for doing anything. Only thing left to do was throwing Thorn Whip in there, otherwise every turn was just more of the same.

The most useful thing I had was Ice Knife from Xanathar, but Ice Knife hurts your allies if they're in melee with the target. Luckily I had a Bear Totem Barbarian as melee ally, but still. A few more single target instant spells would have been nice.

I guess it leaves me with more slots for Healing spells and out of combat utility...
 

valavaern

Villager
I really like the Concentration mechanic as-is, but I could see an argument made that a few spells that are Concentration should not be. For those, I'd be tempted to instead add "if you cast this spell again while the first spell is still active, the first effect ends immediately". Maybe keyword that to "Unique"?

I think the 'Unique' is a good start, but that could also be paired with an intermediate version of Concentration for spells that don't require you to actively control them. "Maintained" could be a good word. "You can maintain any number of spells, as long as their total spell slot level does not exceed your Highest spell slot level + your casting modifier. These spells immediately end if you are incapacitated, or if you spend more than one minute on another plane of existence from them." You could even have Concentration spell levels count against your Maintained limit.

This gives you Maintained for spells like Elemental Weapon, the Smites, Hunter's Mark, Hex, and most Conjure <insert monster> spells; things that you're powering, but not actively controlling. That leaves Concentration for things like Flaming Sphere or Major Image., where you're actively directing them.

For the problem of stacking smites, just have those spells explicitly state that no creature can be affected by more than one smite spell at a time. If another smite spell is cast on it while one is still going, the smite spell that was cast with the highest level spell slot wins.


Alternate-alternate option:
Willingly dropping concentration doesn't cancel a spell, the spell just becomes 'inert' for lack of a better term. You can resume your concentration on it later, so long as it still has time left. For example, a Paladin can be concentrating on his elemental weapon spell, drop concentration on it to cast a Smite spell. After he's done concentrating on the Smite spell, he can resume concentrating on the Elemental Weapon spell again for whatever remains of its hour, without having to re-cast it.

Losing concentration on an active spell due to damage would cancel it totally, as per current RaW. Being incapacitated would cause you to loose all 'unpowered' concentration spells as well.
 

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