In order for homebrew to be well designed and effective I believe it needs to follow KISS - Keep It Simple Stupid.
In that regard removing Concentration from spells in order to buff them is a good solution.
The point I was making is that Concentration is not necessarily the problem with many of these spells, and a blanket "remove concentration from all these spells" is not going to "fix" them, KISS principle notwithstanding. Plus, seriously, Flame Arrows isn't on your list?
I realize that removing concentration from a couple of spells will probably not fix them all. After all there are some real stinker spells out there. But rebalancing individual spells it out of scope for me at this time simply because I'm lazy and balance is hard work. For now I'll be satisfied if at least a couple of spells become viable and get picked up by my group. It's not a lot but it's a start.The point I was making is that Concentration is not necessarily the problem with many of these spells, and a blanket "remove concentration from all these spells" is not going to "fix" them, KISS principle notwithstanding.
So three floating "slots" which can be used for attunement an/or concentration. This would allow a caster to concentrate on four different spells however, which I think is swinging to far the other way.I just had a thought...
What if the target of a concentration spell can remove the concentration requirement but it uses one of the target's attunement slots (without the one hour requirement)? If a concentration spell targets multiple creatures or objects, you cannot use this feature (or maybe every target must all use an attunement slot?). If you like the idea but don't want it as a free feature, make this ability a feat or per use class feature for spellcasting or something.
This way, low magic item games could garner more use from magic spells, and in ones with more magical items you would have to choose more.
Any appeal?
So three floating "slots" which can be used for attunement an/or concentration. This would allow a caster to concentrate on four different spells however, which I think is swinging to far the other way.
Also, I'd still be worried that characters would eschew more "flavorful" magic items for the opportunity to concentrate on multiple spells.
The basic idea however is not without merit; I always forget about the three attunement slots as a character ressource that could be tapped for other things.
A total of four might be too much, I don't know. But I think in a no- or low- magic item game it might work, and in a more typical game where most characters might have 1 or 2 attuned items, I don't think it would hurt...So three floating "slots" which can be used for attunement an/or concentration. This would allow a caster to concentrate on four different spells however, which I think is swinging to far the other way.
Also, I'd still be worried that characters would eschew more "flavorful" magic items for the opportunity to concentrate on multiple spells.
The basic idea however is not without merit; I always forget about the three attunement slots as a character ressource that could be tapped for other things.
True. Now that I'm thinking of it, I can't recall any of my characters having more than two, let alone having to make hard choices to keep it down to three...That depends on how many items are in a game. I can't imagine coming close to the attunement limit in the games I play. Maybe a couple characters get 2.
True. Now that I'm thinking of it, I can't recall any of my characters having more than two, let alone having to make hard choices to keep it down to three...
The point I was making is that Concentration is not necessarily the problem with many of these spells, and a blanket "remove concentration from all these spells" is not going to "fix" them, KISS principle notwithstanding. Plus, seriously, Flame Arrows isn't on your list?