D&D 5E (2024) Does your table use concentration with Ready a Spell?

Hunter's Mark I'll agree with (i'm a WoW player, hunters mark over there isn't magic) but hex is like, the archetypal spell, up there with 'curse'. That's proper spell territory there
You make it a class feature, like Channel Divinity. That could have been a spell too. This way it cant be poached. Hex and EB should have been class features because they're designed that way and have more power than your average cantrip or 1st level spell. Hex should also be supported with invocations IMO.

Hex offers a massive upgrade for martials, particularly dual wielders. Low dip cost for an extra 4 damage per hit for a good chunk of a dungeon delve. Its dull when one option (Fey Touched) becomes more or less default, and Hex is the default choice for that feat.
 

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You make it a class feature, like Channel Divinity. That could have been a spell too. This way it cant be poached. Hex and EB should have been class features because they're designed that way and have more power than your average cantrip or 1st level spell. Hex should also be supported with invocations IMO.

Hex offers a massive upgrade for martials, particularly dual wielders. Low dip cost for an extra 4 damage per hit for a good chunk of a dungeon delve. Its dull when one option (Fey Touched) becomes more or less default, and Hex is the default choice for that feat.

Only if you can key atrack stat off mental stat.
. Dual wielding feat isn't that great.
 

You make it a class feature, like Channel Divinity. That could have been a spell too. This way it cant be poached. Hex and EB should have been class features because they're designed that way and have more power than your average cantrip or 1st level spell. Hex should also be supported with invocations IMO.

Hex offers a massive upgrade for martials, particularly dual wielders. Low dip cost for an extra 4 damage per hit for a good chunk of a dungeon delve. Its dull when one option (Fey Touched) becomes more or less default, and Hex is the default choice for that feat.
I really disagree. Fey touched is nice. Nothing against misty step and 1 per day hex.

But it usually increases a stat you don't need that much. And you give up a different feat:

GWM: +2 to 6 damage on every hit. And the occasional extra attack. Especially good on champion fighter.

Heavy armor mastery: damage reduction of 2 to 6 per hit.

Mage slayer: get out of jail and concentration breaker.

Defensive duellist: +2 to 6 AC as reaction.

You give up a shield with +2 to 5 AC if you go TWF.

Overall I'd say that fey touched is highly overrated compared to simple martial feats.
 


Dual wielding feat is great if you are no fighter and want better options for your weapon mastery or if you have no other use for your bonus action.

Yeah champion fighter its ok maybe battlemaster.

I'm used to seeing it used with hunters mark/hex/divin favor+smite on 3 attacks so 3d6 is usually better than 1d4/d6+ 3-5.
 


Hex offers a massive upgrade for martials, particularly dual wielders. Low dip cost for an extra 4 damage per hit for a good chunk of a dungeon delve. Its dull when one option (Fey Touched) becomes more or less default, and Hex is the default choice for that feat.

It is a big upgrade, but I have seen lots of spells taken with Fey Touched. Tashas Laughter, Command and Dissonant Whispers are pretty common with that feat. Then there is Hunter's Mark which some people seem to like more.
 

As much as I am not particularly looking to coddle 5e PCs more, I feel like this is an obscure, counterintuitive, "gotcha" rule that primarily just serves to make the rules more needlessly complicated and byzantine, and to let a few of us rules professors impress everyone with our erudition (and everyone is not actually particularly impressed). I get what the designers are going for with it, but I just don't think it justifies the additional wrinkle of complexity.

Also a readied action is already a time when the player has sacrificed definitely attempting something with their action in favor of maybe attempting something with their action and reaction if a predicted circumstance arises, and often the readied action is only made necessary because of the artificial construct of the turn system (not so much the situation in question, where the nature of the enemies tactics require acting in a narrow window, but often you're just holding an action because your turn came up before the target of your action's). The player has already made an action economy sacrifice, so making them also lose any spell they are concentrating on seems needlessly punitive. But once again, even if it is a fair and balanced cost for the awesome opportunity to cast a spell out of turn order, I think it's just a needless complication of having an additional obscure rule that doesn't really add much to the experience.

So yeah, I wouldn't play with and effectively haven't played with this rule. I think it's poor game design, I wouldn't impose it as a DM, and nobody I play with is likely to know it or be thankful to hear my rattle it off at them when I'm a player.

Quitting a campaign over a rule that comes up that rarely is pretty wild though.
I disagree with all of your points.

This is not a gotcha rule.

It is an essential rule used to force spell casters to manage resources and intentional spellcasting. Especially in later levels when players are utilizing higher level casters and higher level spell effects.

What you are arguing is that a wizard, concentrating on a 6th level control spell should not have to lose concentration on that spell to ready a 7th level AoE spell to cast as a reaction, because that would be obscure, counterintuitive, and a "gotcha" rule.

I wholeheartedly disagree.

Casters should always be thinking about their spells, their effects, and what is needed in all types of encounters to provide the highest chance of success for the party. This rule pairs down a caster's power, and makes them have to think about the second, and perhaps third, order effects of trying to manage the power of concentration spells and reaction cast instantaneous spells.

No one has mentioned this, but the player purposefully gave the PC an 8 Dexterity Ability Score, because the player thought it was an "optimized" build decision. All this player did was learn that min/maxing is not always the same thing as optimizing, especially when their desired style of play in combat came into direct conflict with their choices made during character creation.

Enforcing a rule that jams up a players' poor decisions made during character creation does not make the rule 'bad'. In this instance, it highlighted the poor choices made by the player. By level seven, this player could have made different choices to bridge the gap between their abysmal Dexterity ability score and ranged combat challenges and choose not to.

The player incorrectly thought that he would be able to use True Strike to cover the deficiency and learned otherwise.

This is not the fault of the rules.

This is the fault of the shortsighted player.

The player did not evaluate all of the necessary rules before making this decision, and therefore did not build an 'optimized' character. Learning what works and what doesn't in game is part of playing the game. This player just didn't like the lesson learned, and rather than overcome the challenge, quit. Doesn't sound to me like the player is cut out for roleplaying games.
 

Yes there is. If there is no synergy why would a player be upset about having to give up concentration?

Hex is +1d6 damage per attack. That has a lot of synergy with many attacks and an expanded critical range. Heck using it a single time at 7th level the same round you action surge is a flat +14 damage on the first round alone if all your attacks hit (it would be +17.5 with nick) and it is more than that if you roll a 19 or 20 and crit. For comparison, 14 Damage is more extra damage than a 7th level Paladin does using his highest level slot for Divine Smite. This is the floor if you lose concentration right after using it and let's keep in mind this is a PC with Constitution proficiency, a high Constitution and at higher levels Indomitable. Honestly when you consider Action surge, Constitution Proficiency and the expanded crit range, I think Hex has more Synergy with the abilities of a 7th level Champion Fighter than it does with any other 7th level class and subclass.

This is not to mention the out of combat uses of causing disadvantage on skill checks while you can give yourself a +1d10 on a check at will and the other stuff in the build - utility of a once-a-day 30 foot teleport, Radiant damage at will and the light spell.

We are talking about feats, He has 2 Origin Feats and 2 General Feats: Tough, Magic Initiate for which he got Light, Truestrike and Protection from Evil and Good (I will admit PEG is not optimal, but the feat itself and the other two spells are pretty darn optimal), Fey Touched which gave him Hex and Misty Step and raised Charisma to a 16 and I believe his last feat is GWM which raised Strength to 18.

This character has a ton of hps, a high AC and is awesome at both the combat and social pillars. Can you give an example of 4 feats he could have taken through 7th level that would be objectively more "optimal" across all 3 phases of the game on a Human Champion Fighter?
I don't know about 4 feats, but the player could have picked up some thrown weapons to use in combat instead of a crossbow. This would have at least capitalized on the 18 Strength ability score and mitigated the 8 Dexterity ability score.
 

I think the easiest solution might* be to simply increase the number of spells casters can concentrate on as they level up.

*"might" because I have never tested such a thing and don't know if it breaks things in actual play.
Casters can already do this as they "level up".

They can hire lower level spellcasters to cast concentration spells that complement their concentration spells in combat.

They can cast and use a Simulacrum of themselves.

They can awaken a familiar or animal companion and have them take the caster sidekick class.

There are already many ways for casters to employ multiple concentration spell effects in combat without creating a new rule mechanic.
 

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