No more relevant - probably slightly less - than that they're both 3rd level.Sorry dude, Haste and Wall of Sand share the most important similarity of all.
The concentration tag.
A number of details of the casting system make you choose between casting 3rd level spells. Slots & known spells, for instance. You only have one 3rd level spell slot left, you have to choose between Haste or Highly Localized Sandstorm (or Fireball). They're /meant/, according to the 3rd level slot they cost, to be equivalently-potent/useful options.fact they share a subsystem excluding a play from using them both isn't important compared to the fact they're both third level?
Don't think it needs much adjustment to play around with a bit.or we need to adjust concentration in a way it can be played around with.
Nah. I should specify I didn't remove concentration from the game entirely (though even that is preferable to current concentration). In both games I tiered concentration according to spell level.I'm sorry, I flat out do not believe that in the game as a whole (not just at your table) that removing concentration would not provide a class balance problem. We have a lot of historical evidence from earlier editions. We have evidence in this edition about the changes to class balance with a 5 minute work day.
I'm glad it worked well at your table, but there is far too much showing balance issues with unrestricted casters for an anecdote about it not being a balance issue at a table to move that needle.
That's incredibly silly, and you're talking past concentration's influence on the spell selection.No more relevant - probably slightly less - than that they're both 3rd level.
A number of details of the casting system make you choose between casting 3rd level spells. Slots & known spells, for instance. You only have one 3rd level spell slot left, you have to choose between Haste or Highly Localized Sandstorm (or Fireball). They're /meant/, according to the 3rd level slot they cost, to be equivalently-potent/useful options.
Don't think it needs much adjustment to play around with a bit.
For instance, all spells with duration could be concentration, it'd create a more meaningful/difficult choice dynamic for casters.
Concentration could also be required for casting, so, once concentrating, no casting anything else.
Heck, concentration could take your action every round.
Casters'd be more challenging to play, but not exactly underpowered.
Concentration keeps you from maintaining two spells with the same tag at the same time, while letting you continue to cast other spells. Frankly, that's a little off - even overly "gamist," if one objects to that sorta thing.you're talking past concentration's influence on the spell selection.
TBH, with those ideas, I was channeling the classic game a bit. It's a "kids these days don't know how good they got it" thang.all of the additional "ways to play with concentration" (which are all just nerfing casters more) would absolutely nuke their ability to stay competent while using concentration spells.
Why even include those spells in the game at that point?
Imagine using "Gamist" as a derogitive here.Concentration keeps you from maintaining two spells with the same tag at the same time, while letting you continue to cast other spells. Frankly, that's a little off - even overly "gamist," if one objects to that sorta thing.
It doesn't make a lot of sense for you to be able to concentrate on casting a new spell while Concentrating on an existing one. Really, /taking actions/ while concentrating seems, conceptually off, too. Concentration should just plain take an action. That'd put a bow on it. Taking an action instead of being broken by damage (unless, y'know, you're KO'd by said damage or something), might be an interesting compromise, but, really, it's not like casters need a lot of breaks.
TBH, with those ideas, I was channeling the classic game a bit. It's a "kids these days don't know how good they got it" thang.![]()
Thus "if one objects..." I don't, generally...Imagine using "Gamist" as a derogitive here.
Well, back in the day, you /could/ Conjure an Elemental, lose concentration, and it would stick around uncontrolled. It just might kill you. OTOH, there were spells that 'wound down' after you finished concentrating, with a short, continuing duration after.Shouldn't we take out concentration entirely? After all, why can't a player just summon a tornado and let it run loose? Summon a churning wall of sand until the fount from the plane of earth deigns to close it?
Remember, dont' say it would be unbalanced; that would be gamist.
Hold on here, why is that? Why do mages need to concentrate at all? Conceptually, moving your hand doesn't take all of your focus, mental ability, etc. Why can't a one short thought or wave of one's hand do?Thus "if one objects..." I don't, generally...
Well, back in the day, you /could/ Conjure an Elemental, lose concentration, and it would stick around uncontrolled. It just might kill you. OTOH, there were spells that 'wound down' after you finished concentrating, with a short, continuing duration after.
Conceptually, it'd be fair & sensible for any spell that you retained control over for its duration to require concentration. Likewise, conceptually, any spell that represented a continuous application of magical power, like a tornado or sandstorm or the like. Spells that required neither control nor ongoing power might, instead, be instantaneous, just leave a permanent effect sitting there, like a Pile of Sand.
But, a lot of concepts in D&D are pretty thin. Spell prep, for instance, very little precedent for it in genre, none in myth/legend - it'd be conceptually more appropriate, if we were abandoning any hint of gamism - for all spells to be ritual-only.
Are you saying the fact they share a subsystem excluding a play from using them both isn't important compared to the fact they're both third level? I'm sure that sounded more clever in your head, but no, concentration is still their most important feature when a spellcaster considers spell selection.
That's incredibly silly, and you're talking past concentration's influence on the spell selection.
Lack of choice =/= challenging so much as frustrating. You've gone past ignoring conceptual changes to ignoring the numbers of the game; all of the additional "ways to play with concentration" (which are all just nerfing casters more) would absolutely nuke their ability to stay competent while using concentration spells.
Why even include those spells in the game at that point?