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Abandoning attunement and scaling back concentration
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<blockquote data-quote="Harzel" data-source="post: 7818788" data-attributes="member: 6857506"><p>So I know this is just an example, but it seems legitimate to question the general line of thought here, which seems to be that the only interesting/useful spells are concentration spells (plus, apparently, lightning bolt). That seems like a pretty narrow line of thought. Even if you only have up to 3rd level spells, there are potentially interesting choices to be made among the straight damage spells (lightning bolt, fireball, shatter, scorching ray, chromatic orb, magic missile). And then there is blindness/deafness, and some others that are useful situationally such as charm person, grease, and thunderwave. At higher levels and/or if you allow non-PH spells, there are additional damage spell choices and additional non-concentration control spells.</p><p></p><p>Also, what's the matter with casting cantrips? Unless you are allowing/encouraging 5MWD, the wizard can't be casting that many leveled spells per encounter anyway.</p><p></p><p>Finally, as a more general comment, restrictions are what force choices, which are a necessary element of any game. If the wizard player is chafing under the RAW restrictions, I'm a bit skeptical that your partial amelioration of concentration restrictions is going to move the game across some magical threshold on the other side of which the player will then be content. In other words, your modification still imposes limits, and if one concentration spell is not enough, I'm skeptical that two or three (or whatever the situational limit turns out to be) is going to be really more satisfactory over time.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7818788, member: 6857506"] So I know this is just an example, but it seems legitimate to question the general line of thought here, which seems to be that the only interesting/useful spells are concentration spells (plus, apparently, lightning bolt). That seems like a pretty narrow line of thought. Even if you only have up to 3rd level spells, there are potentially interesting choices to be made among the straight damage spells (lightning bolt, fireball, shatter, scorching ray, chromatic orb, magic missile). And then there is blindness/deafness, and some others that are useful situationally such as charm person, grease, and thunderwave. At higher levels and/or if you allow non-PH spells, there are additional damage spell choices and additional non-concentration control spells. Also, what's the matter with casting cantrips? Unless you are allowing/encouraging 5MWD, the wizard can't be casting that many leveled spells per encounter anyway. Finally, as a more general comment, restrictions are what force choices, which are a necessary element of any game. If the wizard player is chafing under the RAW restrictions, I'm a bit skeptical that your partial amelioration of concentration restrictions is going to move the game across some magical threshold on the other side of which the player will then be content. In other words, your modification still imposes limits, and if one concentration spell is not enough, I'm skeptical that two or three (or whatever the situational limit turns out to be) is going to be really more satisfactory over time. [/QUOTE]
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Abandoning attunement and scaling back concentration
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