Helldritch
Hero
I go by the book on concentration. But I am getting a bit dissatisfied with the mechanic.
The pros:
I am considering doing something about spells that have both concentration and save every round. I am still unsure of the final form but it will probably look like this:
As long as you are concentrating on a spell, you can, as a bonus action, reactivate the spell effect on a target that has failed its initial save but succeeded on a subsequent save. If you reactivate your effect, the target will have to make a new saving throw to avoid the effect. If you do not reactivate your spell on the target and there are no other target affected by the spell, the spell ends.
In other words this introduces some kind of battle of wills where a PC fights an effect that an enemy is trying to impose on him. If the initial save is failed, that is not the end. You will want to make that enemy lose his concentration for sure. Do you attack the warlord or do you attack the low level cultist concentrating on the hold spell affecting your rogue?
Or I will apply the three save to end a duration effect. This is something I do with poison. The ongoing damage of poison is stopped only with three successful save. This has resulted with a lot of anti-poison elixir and neutralize poison potion being bought in my games. Ongoing poison effect is now hated and fear, even if it is only 1d6 of ongoing damage.
The pros:
- It is a great balancing factor that prevents number bloating.
- Story wise, its a good narrative point. (The evil wizard is concentrating hard on maintaining his hold over you!).
- It is a bit too much over present on spells. Spells like hunter mark and Hex should not have concentration (and I did remove the concentration aspect as it is a limiting factor that is way too strong)
- It is often combined with spells which already allow a saving throw every round to end the effect. That one is my greatest frustration on concentration. Let's take the hold person. Concentration and a save every round. That makes that spell garbage in the hands of the NPCs as most NPCs have a low spell DC (14 or less for CR 5 or less) which makes it about a two round spell on average (less with bless). I know that the autocrit on helpless opponent is strong, but you need allies for that. With no allies a BBEG will never use such a spell.
I am considering doing something about spells that have both concentration and save every round. I am still unsure of the final form but it will probably look like this:
As long as you are concentrating on a spell, you can, as a bonus action, reactivate the spell effect on a target that has failed its initial save but succeeded on a subsequent save. If you reactivate your effect, the target will have to make a new saving throw to avoid the effect. If you do not reactivate your spell on the target and there are no other target affected by the spell, the spell ends.
In other words this introduces some kind of battle of wills where a PC fights an effect that an enemy is trying to impose on him. If the initial save is failed, that is not the end. You will want to make that enemy lose his concentration for sure. Do you attack the warlord or do you attack the low level cultist concentrating on the hold spell affecting your rogue?
Or I will apply the three save to end a duration effect. This is something I do with poison. The ongoing damage of poison is stopped only with three successful save. This has resulted with a lot of anti-poison elixir and neutralize poison potion being bought in my games. Ongoing poison effect is now hated and fear, even if it is only 1d6 of ongoing damage.