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D&D 5E Concentration mechanic can ruin plots in adventures

Lanefan

Victoria Rules
NPCs are not limited to the spells and powers available to the players.

They can have and do anything the DM wants them to.
You've pointed out this glaring example of bad design in 5e a few times now.

The OP, I think, is looking for ways to overcome this bad design so as to maintain some internal consistency in his/her setting while at the same time being able to run the adventure s/he wants to.

Got any suggestions?
 

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Thank you Lanefan. You stated exactly what was my position.

I'll go with the geas spell even though it's not optimal to the original intention of the adventure.
 

Salthorae

Imperial Mountain Dew Taster
You may want to look for the Glamor Bard's Enthralling Performance and Mantle of Majesty.
Give him Goggles of Charming, and use (Mass)Suggestion a lot.

You could also add Voice of Authority from the Order Cleric.

I second these ideas as well.

Goggles of Charming, Mass Suggestion go a long way towards your goals. As does the Mantle of Majesty.
 

I have only played 5E two or three times, so forgive my total newb-ness if this question seems off-base. My area of expertise is in the first 3 editions of the game. I don't have anything against the 4th and 5th editions, it's just that I stopped wanting to re-learn the game / buy new books past a certain point.

Can't he simply create a unique spell, that allows him to charm people for a given time, without concentration? I know the rules probably say something like "not having to concentrate on the spell would be unfair / unbalanced," but think of it like this:

If this were my campaign, I'd let the NPC have developed such a spell. And it would have had the following drawback: every so often, he'd need to make a Willpower save, and if he failed, he could either allow the spell to end, or keep it going by spending "brain cells" (and I would then make up some arbitrary system to explain what brain cells were, and how many a given character had). Thus, the explanation would become simple: Excapode kept spending brain cells to keep his spell going, until he ran out, and went quite literally insane.

In the spirit of "what the NPC can have, the player should also be able to have," at the completion of the adventure, the PCs could find the spell in his spell book, and then they would face a dilemma: use the spell for themselves, and possibly have one or more party members go insane, or rip that page out and destroy it, and gain xp for destroying an evil item.

Done.

Please, don't applaud. Just send money. Ha ha.

A good idea but again, I want to stay as close as RAW as possible. If NPCs can avoid the concentration rule, so should the players (in my games at least).

By the way nice play by post for: GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD.
It's a nice read.
 

Salthorae

Imperial Mountain Dew Taster
I'm not really seeing the issue though.

Charm Person isn't a concentration spell. Nor is it one that you get to save against each round.
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Eyes of Charming let you cast it 3/day, Staff of Charming let's you cast it up to 9-10 times per day, and then you have all the caster's spell slots to cast it as well.

If they're an Enchanter wizard, then at 10th level every time they cast Charm person (from any source) it affects 2 people, so between those two items and a class feature you can charm up to 26 humanoids a day for 1 hour each.

Mass Suggestion is 24 hours and is not concentration either.

There seem to be many ways to do what you're looking for that seem pretty easy to me.
 

Eltab

Lord of the Hidden Layer
There is a 3e spell that allows your familiar to concentrate on a spell for you. Maybe your NPC can perma-cast that (or a variant) on a cage so the animal inside holds concentration on a designated spell.
 

Weiley31

Legend
Reveal the plot twist: This guy is mad enough to offer his "charmed" minions an actual LEGIT good dental plan that he fully intends to legit uphold and provide with no strings attached. Meaning nobody is actually charmed at all....MADNESS!!!!!
Who could say no to that!?!?
 
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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Or: As the Party enter the room where the good aligned party is, the mage cast Seeming on the group to make them look like orcs or other kill-on-sight creatures.

Or: the Mage used Modify Memory to reshape the memories of the captured good aligned party to make them believe they are paid to protect this kindhearted mage against vile invaders.

Or: the Mage used Disguised Self to pass as one of the captured concubine and convince the good aligned party that there's a group of raider coming soon to take all of them away for nefarious ends.
 

You've pointed out this glaring example of bad design in 5e a few times now.

The OP, I think, is looking for ways to overcome this bad design so as to maintain some internal consistency in his/her setting while at the same time being able to run the adventure s/he wants to.

Got any suggestions?
I don't think there's any inconsistency in saying "the Player's Handbook is not a 100% exhaustive compendium of all the things that people in this world can do". Frankly, I'd find the setting weirder if it were.
 


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