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:
Here's my basic criteria for evaluating concentration spells:
My redesign is twofold:
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
- The concentration mechanic has been a great addition to 5E.
- Some spells are hurt more than others by requiring concentration and therefore, rarely - if ever - get 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?
My redesign is twofold:
- Remove concentration from a small group of spells, and
- Put concentration spells into 2 categories. A caster can maintain concentration on two spells at a time, one from each category.
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
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