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General Tabletop Discussion
*Dungeons & Dragons
Concentration mechanic can ruin plots in adventures
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<blockquote data-quote="Lanefan" data-source="post: 7912476" data-attributes="member: 29398"><p>Pulling numbers out of thin air is fine as long as those numbers would be potentially achievable had the character been statted out the hard way.</p><p></p><p>And, with one exception, completely achievable had you rolled it up longhand (the exception being the saves, which are never all the same value; I wouldn't bother writing them down and instead just check the chart when the NPC had to save just like I do for a PC).</p><p></p><p>Here, you've jumped from NPC design to monster design which I think we all agree is a different ballgame (unless you have PC Beholders in your game, in which case I can't help ya... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p></p><p>That's just it, though - I'd like to keep the instances of having to justify and-or rationalize inconsistencies down to as dull a roar as possible, such that they're the exception rather than the norm.</p><p></p><p>Put another way, I'd like things to be consistent enough that when something is different the players will notice it and - if I'm lucky - question it. (this is what can be so much fun about putting them on a different plane for a while: many things might not work the way they're used to, and the figuring-out process is part of the exploration)</p><p></p><p>This is actually kinda cool - I've certainly seen worse ideas. (though I think the OP was looking to have his NPC be able to concentrate on a whole bunch of spells at once, which in 5e-world is a bit over-the-top without some major butchery to the system)</p><p></p><p>But this isn't cool at all - a character <em>always</em> belongs to its player even in retirement; and who knows - the player might later want to have that character do some adventuring to break up the tedium of study...or to help pay for it!</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7912476, member: 29398"] Pulling numbers out of thin air is fine as long as those numbers would be potentially achievable had the character been statted out the hard way. And, with one exception, completely achievable had you rolled it up longhand (the exception being the saves, which are never all the same value; I wouldn't bother writing them down and instead just check the chart when the NPC had to save just like I do for a PC). Here, you've jumped from NPC design to monster design which I think we all agree is a different ballgame (unless you have PC Beholders in your game, in which case I can't help ya... :) ). That's just it, though - I'd like to keep the instances of having to justify and-or rationalize inconsistencies down to as dull a roar as possible, such that they're the exception rather than the norm. Put another way, I'd like things to be consistent enough that when something is different the players will notice it and - if I'm lucky - question it. (this is what can be so much fun about putting them on a different plane for a while: many things might not work the way they're used to, and the figuring-out process is part of the exploration) This is actually kinda cool - I've certainly seen worse ideas. (though I think the OP was looking to have his NPC be able to concentrate on a whole bunch of spells at once, which in 5e-world is a bit over-the-top without some major butchery to the system) But this isn't cool at all - a character [I]always[/I] belongs to its player even in retirement; and who knows - the player might later want to have that character do some adventuring to break up the tedium of study...or to help pay for it! [/QUOTE]
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Concentration mechanic can ruin plots in adventures
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