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General Tabletop Discussion
*Dungeons & Dragons
Ditching concentration - did you do it?
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<blockquote data-quote="Li Shenron" data-source="post: 6777721" data-attributes="member: 1465"><p>We haven't house ruled concentration (yet), but we did have problems with remembering to check when being hit. I don't like it, it's not fun for my tastes, so I am interested in hearing what others have experienced after house ruling it.</p><p></p><p>There were explicitly two design issues, one was the "must avoid casters to multi-buff themselves before a fight", and with that idea I am totally fine!</p><p></p><p>But the other issue, about the chance of disrupting a spell by attacking the caster, I don't think this adds anything interesting to the game. It's a complication, because <em>some</em> spells can be disrupted while others cannot. This probably didn't complicate nor simplify the design, but at the gaming table is one more thing to keep in mind. In addition, there is no reason why "spells that must not be simultanously active" should always be also "spells that can be disrupted", but this is a byproduct of having concentration cover both. </p><p></p><p>I would largely prefer a common rule for disrupting spells. It could be "you <em>cannot </em>disrupt any spell just by hitting the caster", or "you can disrupt any spell by hitting the caster while the spell is <em>active</em>", or "you can disrupt any spell by hitting the caster while the spell is <em>being cast</em>".</p><p></p><p>And by the way, if it's really true that players are avoiding concentration spells because they think they are not worth the risk of losing them or don't want to bother to keep track of them, then it means the concentration rule is a failure.</p><p></p><p></p><p></p><p>I would prefer those cases to rely on target's saving throw each round, so that the chance of ending the effect earlier doesn't depend on what your allies do (i.e. attack the caster), and how many they are.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6777721, member: 1465"] We haven't house ruled concentration (yet), but we did have problems with remembering to check when being hit. I don't like it, it's not fun for my tastes, so I am interested in hearing what others have experienced after house ruling it. There were explicitly two design issues, one was the "must avoid casters to multi-buff themselves before a fight", and with that idea I am totally fine! But the other issue, about the chance of disrupting a spell by attacking the caster, I don't think this adds anything interesting to the game. It's a complication, because [I]some[/I] spells can be disrupted while others cannot. This probably didn't complicate nor simplify the design, but at the gaming table is one more thing to keep in mind. In addition, there is no reason why "spells that must not be simultanously active" should always be also "spells that can be disrupted", but this is a byproduct of having concentration cover both. I would largely prefer a common rule for disrupting spells. It could be "you [I]cannot [/I]disrupt any spell just by hitting the caster", or "you can disrupt any spell by hitting the caster while the spell is [I]active[/I]", or "you can disrupt any spell by hitting the caster while the spell is [I]being cast[/I]". And by the way, if it's really true that players are avoiding concentration spells because they think they are not worth the risk of losing them or don't want to bother to keep track of them, then it means the concentration rule is a failure. I would prefer those cases to rely on target's saving throw each round, so that the chance of ending the effect earlier doesn't depend on what your allies do (i.e. attack the caster), and how many they are. [/QUOTE]
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Ditching concentration - did you do it?
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