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<blockquote data-quote="Bacon Bits" data-source="post: 8171064" data-attributes="member: 6777737"><p>We're relatively happy with concentration as a means to limit the number of active spell effects, but we're not super happy with how concentration can be ended so easily. It's not fun as a spellcaster.</p><p></p><p>We tried making failed concentration saves cost a round of spell duration rather than ending the spell. It was better, but felt like a lot of bookkeeping.</p><p></p><p>I've thought about making concentration spells require you to stay in range of the target in order to maintain concentration, but this feels like way too much work.</p><p></p><p>I've thought about making attacks only trigger saves on NPCs. That is, the PCs automatically succeed on concentration checks. This works but feels super gamist.</p><p></p><p>I've thought about eliminating concentration saves entirely and reducing spell duration of concentration spells by a factor of 3 (e.g., concentration spells that formerly lasted 1 minute instead last 3 rounds).</p><p></p><p>I've thought about making concentration spells end automatically if you're grappled, restrained, or suffering from related conditions, but otherwise not dealing with concentration saves at all. That is, if you attack a target who is grappled, you can instead end what they're concentrating on instead of damaging them. That means you have to actively try to end a spell. It means you can end a spell if you need to, but means that ending concentration isn't a free rider on every attack roll. This is probably my favorite solution, but I haven't tried it out yet. Edit: Biggest concern is Misty Step.</p><p></p><p>I've also thought about making spells where you save every round not end on a successful save, but instead require you to keep saving. If you've been held and fail your first save, you're on the hook for saving every round for the spell's total duration. This means the spell can start affecting you again on later turns.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8171064, member: 6777737"] We're relatively happy with concentration as a means to limit the number of active spell effects, but we're not super happy with how concentration can be ended so easily. It's not fun as a spellcaster. We tried making failed concentration saves cost a round of spell duration rather than ending the spell. It was better, but felt like a lot of bookkeeping. I've thought about making concentration spells require you to stay in range of the target in order to maintain concentration, but this feels like way too much work. I've thought about making attacks only trigger saves on NPCs. That is, the PCs automatically succeed on concentration checks. This works but feels super gamist. I've thought about eliminating concentration saves entirely and reducing spell duration of concentration spells by a factor of 3 (e.g., concentration spells that formerly lasted 1 minute instead last 3 rounds). I've thought about making concentration spells end automatically if you're grappled, restrained, or suffering from related conditions, but otherwise not dealing with concentration saves at all. That is, if you attack a target who is grappled, you can instead end what they're concentrating on instead of damaging them. That means you have to actively try to end a spell. It means you can end a spell if you need to, but means that ending concentration isn't a free rider on every attack roll. This is probably my favorite solution, but I haven't tried it out yet. Edit: Biggest concern is Misty Step. I've also thought about making spells where you save every round not end on a successful save, but instead require you to keep saving. If you've been held and fail your first save, you're on the hook for saving every round for the spell's total duration. This means the spell can start affecting you again on later turns. [/QUOTE]
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