D&D 5E Break my concentration redesign!

GlassJaw

Hero
After concentration popped up again in a recent thread, I dug out my own notes and revisited the topic. Here's my quick take on the concentration mechanic:
  1. The concentration mechanic has been a great addition to 5E.
  2. Some spells are hurt more than others by requiring concentration and therefore, rarely - if ever - get used.
I'd really like to see #2 addressed. I'm also willing to allow casters to concentrate on two spells at a time, depending on the spell combination. This won't significantly affect balance. If anything, it will make for more interesting gameplay if a wider range of spells are used.

Here's my basic criteria for evaluating concentration spells:
  • Does it require an attack roll (Ray of Enfeeblement, Searing Smite, Witch Bolt)?
  • Does it require an action every round to continue to use (Witch Bolt)?
  • Does it allow a save every round (Ray of Enfeeblement)?
  • Does it require the caster to be in melee (Vampiric Touch, smite spells)?
  • Is it rarely used?
However, you can't simply remove concentration from a group of spells to solve the problem. It's a start but it has far-reaching consequences if concentration is removed from too many spells, mainly buff-stacking, which I would argue was the primary design goal of the developers when implementing the concentration mechanic. However, after 6 years of "playtesting", it's clear some spells are hurt significantly by it.

My redesign is twofold:
  1. Remove concentration from a small group of spells, and
  2. Put concentration spells into 2 categories. A caster can maintain concentration on two spells at a time, one from each category.
Concentration Categories
Ally (A): The spell affects yourself or one or more allies
Enemy/Environment (E): The spell affects the environment or one or more enemies

If you take damage while you are concentrating on two spells, the DC equals 15 or half the damage you take, whichever number is higher. If you fail, you lose both spells.

Remove Concentration
SpellLevel
Dancing LightsCantrip
True StrikeCantrip
Hail of Thorns1st
Searing Smite1st
Thunderous Smite1st
Witch Bolt1st
Wrathful Smite1st
Barkskin2nd
Branding Smite2nd
Ray of Enfeeblement2nd
Blinding Smite3rd
Call Lightning3rd
Elemental Weapon3rd
Lightning Arrow3rd
Staggering Smite4th
Banishing Smite5th
 

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GlassJaw

Hero
Sorry for the long post. I wish there was a way to make smaller tables. Oh well.

Anyway, here's the list. A few spells have question marks (?) as I'm still debating but you get the idea. So your job is to find 2-spell combos that could be a problem or broken. Thanks!

SpellLevelType
FriendsCantripA
GuidanceCantripA
ResistanceCantripA
Bane1stE
Bless1stA
Compelled Duel1stE
Detect Evil and Good1stA
Detect Magic1stA
Detect Poison and Disease1stA
Divine Favor1stA
Entangle1stE
Expeditious Retreat1stA
Faerie Fire1stE
Fog Cloud1stE
Heroism1stA
Hex1stE
Hunter's Mark1stA
Protection from Evil and Good1stA
Shield of Faith1stA
Silent Image1stE
Tasha's Hideous Laughter1stE
Alter Self2ndA
Beast Sense2ndA
Blur2ndA
Calm Emotions2ndE
Cloud of Daggers2ndE
Crown of Madness2ndE
Darkness2ndE
Detect Thoughts2ndA
Enhance Ability2ndA
Enlarge/Reduce2ndA/E
Flame Blade2ndE (?)
Flaming Sphere2ndE
Gust of Wind2ndE
Heat Metal2ndE
Hold Person2ndE
Invisibility2ndA
Levitate2ndA/E
Locate Object2ndA
Magic Weapon2nd?
Moonbeam2ndE
Pass without Trace2ndA
Phantasmal Force2ndE
Silence2ndE
Spider Climb2ndA
Spike Growth2ndE
Suggestion2ndE
Web2ndE
Aura of Vitality3rdA
Beacon of Hope3rdA
Bestow Curse3rdE
Clairvoyance3rdA
Conjure Animals3rdE
Crusader's Mantle3rdA
Elemental Weapon3rd?
Fear3rdE
Fly3rdA
Gaseous Form3rdA
Haste3rdA
Hunger of Hadar3rdE
Hypnotic Pattern3rdE
Major Image3rdE
Protection from Energy3rd?
Sleet Storm3rdE
Slow3rdE
Spirit Guardians3rdA
Stinking Cloud3rdE
Vampiric Touch3rd?
Wind Wall3rdE
Arcane Eye4thA
Aura of Life4thA
Aura of Purity4thA
Banishment4thE
Compulsion4thE
Confusion4thE
Conjure Minor Elementals4thE
Conjure Woodland Beings4thE
Control Water4thE
Dominate Beast4thE
Evard's Black Tentacles4thE
Giant Insect4thE
Grasping Vine4thE
Greater Invisibility4thA
Locate Creature4thA
Otiluke's Resilient Sphere4thE
Phantasmal Killer4thE
Polymorph4thA
Stoneskin4thA
Wall of Fire4thE
Animate Objects5thE
Antilife Shell5thA
Bigby's Hand5thE
Circle of Power5thA
Cloudkill5thE
Conjure Elemental5thE
Dispel Evil and Good5thA
Dominate Person5thE
Hold Monster5thE
Insect Plague5thE
Mislead5thA
Modify Memory5thE
Scrying5thA
Swift Quiver5thA
Telekinesis5thE
Tree Stride5thA
Wall of Force5thE
Wall of Stone5thE
Arcane Gate6thE
Blade Barrier6thE
Conjure Fey6thE
Eyebite6thE
Find the Path6thA
Flesh to Stone6thA
Globe of Invulnerability6thA
Move Earth6thE
Otto's Irresistible Dance6thE
Sunbeam6thE
Wall of Ice6thE
Wall of Thorns6thE
Conjure Celestial7thE
Delayed Blast Fireball7thE
Mordenkainen's Sword7thE
Project Image7thE
Reverse Gravity7thE
Animal Shapes8thA
Antimagic Field8thE
Control Weather8thE
Dominate Monster8thE
Earthquake8thE
Holy Aura8thA
Incendiary Cloud8thE
Maze8thE
Tsunami8thE
Gate9thE
Shapechange9thA
Storm of Vengeance9thE
True Polymorph9thA
Weird9thE
 

I think that the * Smite spells only have Concentration to prevent players from stacking them over and over and over and then hitting one target and unleashing 9 spells at once. The spells need to prevent that somehow.

Personally, I'd remove concentration from Stoneskin. It has an expensive material component (100 gp of diamond dust) and the only reason it "needs" concentration is because it lasts up to an hour. Make it last 10 minutes and you can remove concentration very easily.

I don't understand why Hunter's Mark and Hex are not the same category. Hunter's Mark is clearly an E.

I'm not sure that spells that require actions to utilize, like Detect X or Call Lightning or even Sunbeam, really require concentration.
 


Nebulous

Legend
you put a lot of work into this! The Book of Talents I'm using has a dual concentration mechanic. Disadvantage on the Con save. I'm also adding you can't use a bonus action or reaction if dual casting. We haven't tried it in play yet though.
 

Modify every spell is a bulk task.
Why don’t try using upcast to add feature aiding concentration.
Upcasting a spell one level make concentation unbreakable for this spell for the duration.
Upcasting X levels allow to add the spell on Ongoing concentration.
the classic example is fly and greater invisibility, does the fly spell cast at level 5 worth it? Level 6?
of course these Upcasting don’t trigger usual Upcasting, but can be combined if sufficient high level slot is used.
 

Shiroiken

Legend
I agree that way too many spells require concentration. From your list, the only one of those that I disagree with is Call Lightning. Just because you have to take an action to use it doesn't mean it isn't worthy of concentration. Maybe if it's a spell that requires you to constantly use your action without automatically having the spell end (e.g. Witch Bolt).

I don't agree with the idea of allowing a concentration spell for both one that targets enemies and one that targets allies. Partially because there are occasionally reasons to cast them on either (e.g. Levitate), but also because it allows casters to no longer decide between offense and defense. Invisibility and Fly are going to be the worst abusers, as you can use them to protect yourself while still using a concentration spell to obliterate your enemies (especially if the concentration spell doesn't require an attack roll).

I think that the * Smite spells only have Concentration to prevent players from stacking them over and over and over and then hitting one target and unleashing 9 spells at once. The spells need to prevent that somehow.
The smite spells automatically go off with your next hit, so you can't store them for one devastating attack. In addition, the 1 minute duration prevents building them up in advance. If the party has the ability to set up almost a minute before an attack, this benefit is going to pale to other spells (IME that much time usually ensures victory before the end of the 2nd round, and often before the enemy has a chance to respond).
 

Overly complicated.

Just allow concentration on two spells at once (maybe with a level of Exhaustion as the 'cost' - which is fluffy and appropriate).

Saves to maintain concentration are made with disadvantage when so doing.
 

GlassJaw

Hero
Thanks for the feedback!

I think that the * Smite spells only have Concentration to prevent players from stacking them over and over and over and then hitting one target and unleashing 9 spells at once. The spells need to prevent that somehow.

That's fair, but if someone wants to invest that many actions and spell slots, I'd almost be inclined to let them. That's certainly not in the spirit of those spells though. Easy enough to remedy: add a line to each of the smite spells that says "You can only have one smite spell active at a time."

Personally, I'd remove concentration from Stoneskin. It has an expensive material component (100 gp of diamond dust) and the only reason it "needs" concentration is because it lasts up to an hour. Make it last 10 minutes and you can remove concentration very easily.

I'm inclined to agree. My goal on the first pass was to only change concentration and not alter the spells themselves (I have some spells changes as well).

I don't understand why Hunter's Mark and Hex are not the same category. Hunter's Mark is clearly an E.

Agreed.

I'm not sure that spells that require actions to utilize, like Detect X or Call Lightning or even Sunbeam, really require concentration.

While I was working on this, I wanted to start a separate thread called "Why in Hades are the detect spells concentration?!" 😝

I removed concentration from Call Lightning. Sunbeam is interesting. It's a much better spell but meets the criteria. Probably a good playtest candidate.
 

GlassJaw

Hero
The Book of Talents I'm using has a dual concentration mechanic. Disadvantage on the Con save. I'm also adding you can't use a bonus action or reaction if dual casting. We haven't tried it in play yet though.
Why don’t try using upcast to add feature aiding concentration.
Upcasting a spell one level make concentation unbreakable for this spell for the duration.
Just allow concentration on two spells at once (maybe with a level of Exhaustion as the 'cost' - which is fluffy and appropriate).
Saves to maintain concentration are made with disadvantage when so doing.

I am specifically avoiding opening up concentration on multiple spells to any combination. That is antithesis to my goal and what I believe was the goal of the original developers. Simply put, I believe it is the wrong design decision.

No matter how much playtesting you do, it opens the door to buff stacking. Concentration needs to be carefully controlled.

To be frank, adding a second concentration category is one of the simplest "fixes" I've seen to concentration that also preserves the original design intent of concentration. Opening up concentration to more than one spell by its very nature adds "complication" to the game. But without checks and balances, the complication will be compounded during play when balance issues invaribly rear their ugly head.
 

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