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Abandoning attunement and scaling back concentration
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<blockquote data-quote="jamesstreissand" data-source="post: 7818929" data-attributes="member: 6972004"><p>Changing concentration is the single greatest way to solidify positive experimentation and the value of control focused characters in your game. I've done it twice now, and in both instances spellcasters were happier, felt cooler, and had an easier time choosing which spell to cast on their turn (HUGE). The vast majority of concentration "balance" issues get swallowed up by the action economy.</p><p></p><p>There are any number of ways to do this, but here's what IS essential to concentration spell's balance:</p><p>Damage can end the effect early. That's about it. </p><p></p><p>You could also replace a great number of Concentration tags with a tag like "Singular: Ends the previous effect if you cast it again." The fact spells like Hail of Thorns cost concentration show just how overboard the spell list went. It's fine if you have a tag that keeps your players from casting other spells with that tag. It is NOT fine if that tag composes 50% of the spell list, and at least 90% of duration spells.</p><p></p><p>Most arguments for concentration go something like "Well if we DIDN'T have it, I could spend 6 rounds casting these 6 spells and become invincible!!" </p><p></p><p>This is how armchair theorycrafting works, and it is to be ignored. Your character doesn't get 6 rounds uninterrupted, not taking damage, not being subjected to negative conditions, not being surrounded, not needing to cast spells to remove yourself from a bad situation or save a party member, etc etc. Your super cool op combo that we need to thoroughly and pointlessly nerf spellcasters for will never happen in combat.</p><p>Ever.</p><p></p><p>I did a few things on this subject, an old <a href="https://www.youtube.com/watch?v=20YQZGoSR1U&feature=youtu.be&a=" target="_blank">video </a>and an <a href="https://www.ashofcreativity.com/posts/2018/7/31/changing-spells-i" target="_blank">article</a></p></blockquote><p></p>
[QUOTE="jamesstreissand, post: 7818929, member: 6972004"] Changing concentration is the single greatest way to solidify positive experimentation and the value of control focused characters in your game. I've done it twice now, and in both instances spellcasters were happier, felt cooler, and had an easier time choosing which spell to cast on their turn (HUGE). The vast majority of concentration "balance" issues get swallowed up by the action economy. There are any number of ways to do this, but here's what IS essential to concentration spell's balance: Damage can end the effect early. That's about it. You could also replace a great number of Concentration tags with a tag like "Singular: Ends the previous effect if you cast it again." The fact spells like Hail of Thorns cost concentration show just how overboard the spell list went. It's fine if you have a tag that keeps your players from casting other spells with that tag. It is NOT fine if that tag composes 50% of the spell list, and at least 90% of duration spells. Most arguments for concentration go something like "Well if we DIDN'T have it, I could spend 6 rounds casting these 6 spells and become invincible!!" This is how armchair theorycrafting works, and it is to be ignored. Your character doesn't get 6 rounds uninterrupted, not taking damage, not being subjected to negative conditions, not being surrounded, not needing to cast spells to remove yourself from a bad situation or save a party member, etc etc. Your super cool op combo that we need to thoroughly and pointlessly nerf spellcasters for will never happen in combat. Ever. I did a few things on this subject, an old [URL='https://www.youtube.com/watch?v=20YQZGoSR1U&feature=youtu.be&a=']video [/URL]and an [URL='https://www.ashofcreativity.com/posts/2018/7/31/changing-spells-i']article[/URL] [/QUOTE]
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