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General Tabletop Discussion
*Dungeons & Dragons
Altered (Slightly) Concentration Mechanic for review.
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<blockquote data-quote="DND_Reborn" data-source="post: 7930384" data-attributes="member: 6987520"><p>No, the DC 15 bump is because the check is now a spellcasting check and not a CON save. Most casters don't have proficiency in CON saves and generally +3 to +5 CON modifiers, <em>but</em> all casters are proficient in their spellcasting and have +3 to +5 ability in their spell casting. So, instead of normally a +1 or +2 at many levels, the modifier is +5 to +11.</p><p></p><p>In general, if a caster is attempting their highest level spell, their chance for failing a check should be a bit under 50%.</p><p></p><p></p><p></p><p>Yeah, the intent was correct and I'll reword the OP to reflect it better. The idea was if the damage done is high (typically from a critical hit or failed save), the check should be with disadvantage. Originally, it was if the damage exceeded the DC of the check, it was at disadvantage. But, then I realized that lower levels spells were more likely to have disadvantage from a big damage source--and that didn't make sense.</p><p></p><p>How about: <em><strong>If the damage exceeds 10 + your spellcasting modifier, the check is made with disadvantage.</strong></em></p><p></p><p></p><p></p><p>That would also handle the cantrip killer-effect and was pretty much what I was going for. What do you think about the bolded option above?</p><p></p><p></p><p></p><p>We'll play test it as is, and if we see a slow down then going with a flat DC increase might be the best way. I'd have to run some numbers to find out what a good flat increase would be, but it is a good idea.</p><p></p><p></p><p></p><p>How is this double-dipping? The DC is based on the spell level, not damage. Disadvantage is only then imposed on a critical hit/failed save.</p><p></p><p>Keeping it simple is always a good thing, but I don't want it automatic. That's why I am making a concentration check required whenever you attempt to concentrate on more than one spell.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7930384, member: 6987520"] No, the DC 15 bump is because the check is now a spellcasting check and not a CON save. Most casters don't have proficiency in CON saves and generally +3 to +5 CON modifiers, [I]but[/I] all casters are proficient in their spellcasting and have +3 to +5 ability in their spell casting. So, instead of normally a +1 or +2 at many levels, the modifier is +5 to +11. In general, if a caster is attempting their highest level spell, their chance for failing a check should be a bit under 50%. Yeah, the intent was correct and I'll reword the OP to reflect it better. The idea was if the damage done is high (typically from a critical hit or failed save), the check should be with disadvantage. Originally, it was if the damage exceeded the DC of the check, it was at disadvantage. But, then I realized that lower levels spells were more likely to have disadvantage from a big damage source--and that didn't make sense. How about: [I][B]If the damage exceeds 10 + your spellcasting modifier, the check is made with disadvantage.[/B][/I] That would also handle the cantrip killer-effect and was pretty much what I was going for. What do you think about the bolded option above? We'll play test it as is, and if we see a slow down then going with a flat DC increase might be the best way. I'd have to run some numbers to find out what a good flat increase would be, but it is a good idea. How is this double-dipping? The DC is based on the spell level, not damage. Disadvantage is only then imposed on a critical hit/failed save. Keeping it simple is always a good thing, but I don't want it automatic. That's why I am making a concentration check required whenever you attempt to concentrate on more than one spell. [/QUOTE]
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