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concentration in 5th edition, whats your fix?
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<blockquote data-quote="Arial Black" data-source="post: 7341805" data-attributes="member: 6799649"><p>I'm currently playing in multiple campaigns across different systems, including 3.5e at epic levels, Pathfinder at 13th and 9th, and of course 5e. I've played the game since 1e, and have watched the game evolve.</p><p></p><p>In 3.5e and PF, if we have some warning of an encounter and some information about it (which we usually do, especially if it's us who initiate the attack) then each caster decides what they want to cast (bearing in mind we expect to use a <em>lot</em> of spells because we have a lot of slots!), checks the duration of each, makes a list of the order they want to cast them, work backwards in time so the final spell is cast just before we say 'Geronimo!', compare our various lists, co-ordinate our casting times, and start casting at G minus the number of spells that the caster with the longest list wants to cast.</p><p></p><p>The upshot is that we spend around half an hour of game time on this <em>before the fight even starts!</em> Then, we win. At that point it feels like we are going through the motions because our planning has been so thorough.</p><p></p><p>This way is just the sensible way to do it. Our behaviour has evolved over time in the environment of increasing encounter difficulty, and failure to do this could easily lead to a PC death or even a TPK.</p><p></p><p>Along comes 5e with the concentration mechanic (and fewer slots), and all that madness falls away. One or maybe two rounds of buffing, tops, if any. The game simply flows better, and is more fun simply because <em>actually</em> smashing the bad guys is more fun than just <em>planning</em> to smash the bad guys.</p><p></p><p>I'd leave the 'focus' part of the rule as is, and thank the heavens for it.</p><p></p><p>If I were to alter anything it would be the 'disruption' part. But I don't want fiddly rules; Keep It Simple, Stupid. So the simplest, best way to modify the 'disruption' part is to ignore the 'minimum DC 10' of the Con save. If the caster takes, say, 3 damage then instead of the easily failed minimum DC 10 for such a trivial amount of damage then use the normal calculation but without the minimum, so in this case the DC would be 1. You'd have to be trying hard to fail that, so unless you have a Con penalty you don't even need to roll.</p></blockquote><p></p>
[QUOTE="Arial Black, post: 7341805, member: 6799649"] I'm currently playing in multiple campaigns across different systems, including 3.5e at epic levels, Pathfinder at 13th and 9th, and of course 5e. I've played the game since 1e, and have watched the game evolve. In 3.5e and PF, if we have some warning of an encounter and some information about it (which we usually do, especially if it's us who initiate the attack) then each caster decides what they want to cast (bearing in mind we expect to use a [i]lot[/i] of spells because we have a lot of slots!), checks the duration of each, makes a list of the order they want to cast them, work backwards in time so the final spell is cast just before we say 'Geronimo!', compare our various lists, co-ordinate our casting times, and start casting at G minus the number of spells that the caster with the longest list wants to cast. The upshot is that we spend around half an hour of game time on this [i]before the fight even starts![/i] Then, we win. At that point it feels like we are going through the motions because our planning has been so thorough. This way is just the sensible way to do it. Our behaviour has evolved over time in the environment of increasing encounter difficulty, and failure to do this could easily lead to a PC death or even a TPK. Along comes 5e with the concentration mechanic (and fewer slots), and all that madness falls away. One or maybe two rounds of buffing, tops, if any. The game simply flows better, and is more fun simply because [i]actually[/i] smashing the bad guys is more fun than just [i]planning[/i] to smash the bad guys. I'd leave the 'focus' part of the rule as is, and thank the heavens for it. If I were to alter anything it would be the 'disruption' part. But I don't want fiddly rules; Keep It Simple, Stupid. So the simplest, best way to modify the 'disruption' part is to ignore the 'minimum DC 10' of the Con save. If the caster takes, say, 3 damage then instead of the easily failed minimum DC 10 for such a trivial amount of damage then use the normal calculation but without the minimum, so in this case the DC would be 1. You'd have to be trying hard to fail that, so unless you have a Con penalty you don't even need to roll. [/QUOTE]
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