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<blockquote data-quote="NotAYakk" data-source="post: 8170193" data-attributes="member: 72555"><p>My problem is, <em>which spells</em> is about the only thing that matters.</p><p></p><p>The exact same mechanics on a different spell lead to different levels of overhead and different changes in spellcaster power level.</p><p></p><p>...</p><p></p><p>Bonus actions are near-free in some builds. If (in general) you could burn a bonus action to force disadvantage on saves on spells you are concentrating on until the start of your next turn, it would be a significant upgrade to such spells.</p><p></p><p>...</p><p></p><p>Barkskin could be tweaked to be worth concentration. For example, what if it gave you a 16 AC and gave you resistance to all non-fire damage. Except, if you took damage, the spell ends at the end of the caster's next turn unless they spend an action reinforcing it.</p><p></p><p>Barkskin, as a long-duration targetted buff with no concentration, makes entire categories of armor obsolete. Mage armor acts like a class feature -- burn a low level spell slot and have it on your list, you get AC of 13 plus your dex. If Barkskin is a cheap source of long-duration AC, it ends up being a spell-slot tax to burn your own spell slots to give <strong>other players</strong> a class feature. We don't <strong>want</strong> barkskin to be so good that it is worth its price in the general case.</p><p></p><p>Make it self only, or have it work on your self or an animal?</p><p></p><p>...</p><p></p><p>I've played with giving bonus concentration slots. Right now I have some rules I'm refining; one, "Yet Another Ranger" where you get a 1st level "Primal Bond" that grants abilities at a few Ranger dead levels.</p><p></p><p>Bond of the Hunt boosts your Ranger spellcasting level by 1, gives you HM as a free spell ranger spell known, boosts HM and (at T2) lets you cast HM while concentrating on another spell.</p><p></p><p>Bond of the Pack gives the companion from Tashas, and (in T3) lets that companion both cast and concentrate on a Ranger spell for you.</p><p></p><p>A T3 cleric ability lets them concentration on a spell that targets either only them or only an item they are holding, plus one spell that neither targets them nor an item they are holding. (some careful wording makes sure that Holy Weapon qualifies, even though Holy Weapon can explode and target more than just the weapon)</p><p></p><p>The idea is to add narrow concentration-broadening mechanics, and not "you can concentrate on 2 effects" in general. I audited all ranger spells, and didn't find a serious problem with the double-dipping at that point; similarly, I audited cleric self buffs and other buffs, and found more <strong>fun </strong>than problems. It encourages the high-level cleric to both self-buff and debuff (or buff allies, and self-buff).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8170193, member: 72555"] My problem is, [I]which spells[/I] is about the only thing that matters. The exact same mechanics on a different spell lead to different levels of overhead and different changes in spellcaster power level. ... Bonus actions are near-free in some builds. If (in general) you could burn a bonus action to force disadvantage on saves on spells you are concentrating on until the start of your next turn, it would be a significant upgrade to such spells. ... Barkskin could be tweaked to be worth concentration. For example, what if it gave you a 16 AC and gave you resistance to all non-fire damage. Except, if you took damage, the spell ends at the end of the caster's next turn unless they spend an action reinforcing it. Barkskin, as a long-duration targetted buff with no concentration, makes entire categories of armor obsolete. Mage armor acts like a class feature -- burn a low level spell slot and have it on your list, you get AC of 13 plus your dex. If Barkskin is a cheap source of long-duration AC, it ends up being a spell-slot tax to burn your own spell slots to give [B]other players[/B] a class feature. We don't [B]want[/B] barkskin to be so good that it is worth its price in the general case. Make it self only, or have it work on your self or an animal? ... I've played with giving bonus concentration slots. Right now I have some rules I'm refining; one, "Yet Another Ranger" where you get a 1st level "Primal Bond" that grants abilities at a few Ranger dead levels. Bond of the Hunt boosts your Ranger spellcasting level by 1, gives you HM as a free spell ranger spell known, boosts HM and (at T2) lets you cast HM while concentrating on another spell. Bond of the Pack gives the companion from Tashas, and (in T3) lets that companion both cast and concentrate on a Ranger spell for you. A T3 cleric ability lets them concentration on a spell that targets either only them or only an item they are holding, plus one spell that neither targets them nor an item they are holding. (some careful wording makes sure that Holy Weapon qualifies, even though Holy Weapon can explode and target more than just the weapon) The idea is to add narrow concentration-broadening mechanics, and not "you can concentrate on 2 effects" in general. I audited all ranger spells, and didn't find a serious problem with the double-dipping at that point; similarly, I audited cleric self buffs and other buffs, and found more [B]fun [/B]than problems. It encourages the high-level cleric to both self-buff and debuff (or buff allies, and self-buff). [/QUOTE]
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