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Community
General Tabletop Discussion
*Dungeons & Dragons
Concentration mechanic can ruin plots in adventures
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<blockquote data-quote="Helldritch" data-source="post: 7912073" data-attributes="member: 6855114"><p>And is there a problem in that? Of course not every NPC will follow the same building rules. It's 5th edition but an NPC able to concentrate on 20 spells at the same time would be stretching the rules way too far, be it by RAI or RAW. For all intent and purpose the concentration rules is there for everyone and for good reasons. Increasing the duration of a spell would be a far better and more elegant way to do it.</p><p></p><p>Here is a solution we found on our side and a bit inspired an earlier post here. Excapode has been researching in the Far Real for too long and he was touched by it. As a result, his charm spell duration is exceptionally long (it is now based on the old assumption of the second edition, that is, duration by the intelligence of the victim). With this insight from the Far Realm, Excapode is able of great things but the cost was high and his sanity went down the drain. In a flash of insight; he burned his research about the Far Realm but the damage to his sanity was already done.</p><p></p><p>Yes it is a small (well, not that small but at least not too big) bypass of the rules, but it is better than discarding the concentration rule (with the dominate person option). Thank you all for your posts. You have been quite an inspiration for me and my fellow DMs with which I am sharing this old adventure to adapt it to 5ed. Thank you all.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7912073, member: 6855114"] And is there a problem in that? Of course not every NPC will follow the same building rules. It's 5th edition but an NPC able to concentrate on 20 spells at the same time would be stretching the rules way too far, be it by RAI or RAW. For all intent and purpose the concentration rules is there for everyone and for good reasons. Increasing the duration of a spell would be a far better and more elegant way to do it. Here is a solution we found on our side and a bit inspired an earlier post here. Excapode has been researching in the Far Real for too long and he was touched by it. As a result, his charm spell duration is exceptionally long (it is now based on the old assumption of the second edition, that is, duration by the intelligence of the victim). With this insight from the Far Realm, Excapode is able of great things but the cost was high and his sanity went down the drain. In a flash of insight; he burned his research about the Far Realm but the damage to his sanity was already done. Yes it is a small (well, not that small but at least not too big) bypass of the rules, but it is better than discarding the concentration rule (with the dominate person option). Thank you all for your posts. You have been quite an inspiration for me and my fellow DMs with which I am sharing this old adventure to adapt it to 5ed. Thank you all. [/QUOTE]
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Concentration mechanic can ruin plots in adventures
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