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General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Removing Concentration From The Less Popular Spells
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<blockquote data-quote="Skrapers" data-source="post: 8500036" data-attributes="member: 7034414"><p>A very minor tweak that could make Concentration <strong>actually work</strong> is allow a caster to maintain a number of spells equal to their power stat. So a wizard with 18 int, would be able to maintain 4 concentration spells in tandem.</p><p></p><p>As an aside, I think concentration nearly as a whole should be removed from the game. The only reason players were buff stacking like they were back in 3/3.5 was the sheer number of spell slots they had available. Since the caster classes have been utterly neutered with what their max spell count can be, it simply became a non-issue then. Sure the wizard & cleric could stack 5 buffs on each party member. But all they'll be doing is lobbing cantrips the entire following fight. An exaguration to be sure, but spellslots are so small these days that it's utterly smothering to think about doing large scale battles, clearing dungeons, or making it from one town to the next without taking very arbitrarily forced rests.</p><p></p><p>I agree there's some spells that concentration should remain for. But the vast majority? Not really. I don't care if they <strong>feel</strong> op. Any spell is op in the right situation, in the right hands. It just depends on who's using them, and who's running the game.</p><p></p><p>Alternatively, since concentration is what it is, they could just give the caster classes back the lost spell slots. Then it wont feel so bad to drop one spell to use another, and then switch back to the previously employed spell as needed. I like playing the "Chess God" in games. A wizard, cleric, bard, etc that's purely devoted to changing the flow of combat through uses of buffs/debuffs. And honestly Wizards of the coast has kinda ruined that niche for me.</p><p></p><p>And new players into the game are so... Well let's be honest. Inexperienced and mud brained that they just parrot the NPC response, "That's OP" or "That's game breaking", etc. Without a single amount of thought being added. So they don't realize that while D&D is basically babies first RPG, it's also so constrictive they are completely unaware of the kind of freedoms they lack, and what kind of creativity they could apply in the older games.</p><p></p><p>Anyway, TLDR</p><p></p><p>My fixes are either you can maintain a number of concentration spells = to your power ability mod.</p><p>Or casters get a number of spells to each rank they can cast = to their ability mod so they can pop back and forth between spells they need to cast without feeling knee capped or getting sleepy and needing nappies.</p></blockquote><p></p>
[QUOTE="Skrapers, post: 8500036, member: 7034414"] A very minor tweak that could make Concentration [B]actually work[/B] is allow a caster to maintain a number of spells equal to their power stat. So a wizard with 18 int, would be able to maintain 4 concentration spells in tandem. As an aside, I think concentration nearly as a whole should be removed from the game. The only reason players were buff stacking like they were back in 3/3.5 was the sheer number of spell slots they had available. Since the caster classes have been utterly neutered with what their max spell count can be, it simply became a non-issue then. Sure the wizard & cleric could stack 5 buffs on each party member. But all they'll be doing is lobbing cantrips the entire following fight. An exaguration to be sure, but spellslots are so small these days that it's utterly smothering to think about doing large scale battles, clearing dungeons, or making it from one town to the next without taking very arbitrarily forced rests. I agree there's some spells that concentration should remain for. But the vast majority? Not really. I don't care if they [B]feel[/B] op. Any spell is op in the right situation, in the right hands. It just depends on who's using them, and who's running the game. Alternatively, since concentration is what it is, they could just give the caster classes back the lost spell slots. Then it wont feel so bad to drop one spell to use another, and then switch back to the previously employed spell as needed. I like playing the "Chess God" in games. A wizard, cleric, bard, etc that's purely devoted to changing the flow of combat through uses of buffs/debuffs. And honestly Wizards of the coast has kinda ruined that niche for me. And new players into the game are so... Well let's be honest. Inexperienced and mud brained that they just parrot the NPC response, "That's OP" or "That's game breaking", etc. Without a single amount of thought being added. So they don't realize that while D&D is basically babies first RPG, it's also so constrictive they are completely unaware of the kind of freedoms they lack, and what kind of creativity they could apply in the older games. Anyway, TLDR My fixes are either you can maintain a number of concentration spells = to your power ability mod. Or casters get a number of spells to each rank they can cast = to their ability mod so they can pop back and forth between spells they need to cast without feeling knee capped or getting sleepy and needing nappies. [/QUOTE]
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