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General Tabletop Discussion
*Dungeons & Dragons
Considering a new concentration mechanic
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<blockquote data-quote="Hawk Diesel" data-source="post: 7282258" data-attributes="member: 59848"><p>So here's something I'm wondering about. Why is Concentration tied to Constitution? I mean I understand conceptually why, but mechanically this begins to favor those who dip as a first level fighter, and also sorcerers. But why would someone that is physically more resilient be better at maintaining mental focus when experiencing pain? </p><p></p><p>On the flip side, consider Death Saves. One would expect that linking it to Constitution makes great sense, since it involves surviving traumatic bodily harm. Yet they didn't do that. Why? Because mechanically, it would favor those that are mechanically hardier such as fighters. And since everyone suffers from the potential to get down to 0 HP, linking Death Saves to any one ability score would inherently favor some over others, which you would think should be avoided for party balance. </p><p></p><p>Thus, what if we not only adjusted Concentration in a way that categorized spells into Light Concentration and Heavy Concentration, but also made the Concentration check like a Death Save? This way, regardless of build, you have a 50/50 chance of maintaining the spell when damaged. Additionally, you don't have to work out math to determine the Concentration DC by basing it on damage taken. It also makes minions or low level characters continue to be threats, as any successful hit can potentially disrupt Concentration of a spell.</p><p></p><p>Another potential consideration would be adding potential abilities to spellcasters to use their reaction to re-roll a failed Concentration check, as spellcasters are typically less likely to use their reaction than melee fighters (outside of spells like shield and counterspell).</p><p></p><p>I don't know. I haven't considered any of these ideas in-depth. I'm kinda just writing these thoughts as they come to me, but it would seem like an interesting way to handle Concentration.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7282258, member: 59848"] So here's something I'm wondering about. Why is Concentration tied to Constitution? I mean I understand conceptually why, but mechanically this begins to favor those who dip as a first level fighter, and also sorcerers. But why would someone that is physically more resilient be better at maintaining mental focus when experiencing pain? On the flip side, consider Death Saves. One would expect that linking it to Constitution makes great sense, since it involves surviving traumatic bodily harm. Yet they didn't do that. Why? Because mechanically, it would favor those that are mechanically hardier such as fighters. And since everyone suffers from the potential to get down to 0 HP, linking Death Saves to any one ability score would inherently favor some over others, which you would think should be avoided for party balance. Thus, what if we not only adjusted Concentration in a way that categorized spells into Light Concentration and Heavy Concentration, but also made the Concentration check like a Death Save? This way, regardless of build, you have a 50/50 chance of maintaining the spell when damaged. Additionally, you don't have to work out math to determine the Concentration DC by basing it on damage taken. It also makes minions or low level characters continue to be threats, as any successful hit can potentially disrupt Concentration of a spell. Another potential consideration would be adding potential abilities to spellcasters to use their reaction to re-roll a failed Concentration check, as spellcasters are typically less likely to use their reaction than melee fighters (outside of spells like shield and counterspell). I don't know. I haven't considered any of these ideas in-depth. I'm kinda just writing these thoughts as they come to me, but it would seem like an interesting way to handle Concentration. [/QUOTE]
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