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General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Removing Concentration From The Less Popular Spells
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<blockquote data-quote="niklinna" data-source="post: 8501227" data-attributes="member: 71235"><p>I agree with the general opinion that concentration is a good idea that was implemented and applied very, very poorly. A few random ideas:</p><p></p><p>Buff spells could require concentration by the <em>target</em>, so that the wizard could buff multiple party members or buff + do some other concentration-spell, but each gets only one buff. The flip side is that now creatures can only have one buff spell on them! (Normally, multiple spellcasters could pile buffs on a single shared target, yeah?) This still sucks for certain defensive buffs that are supposed to prevent/reduce damage, of course.</p><p></p><p>Remove the concentration limit, but, if you are concentrating on a spell, then casting <em>any</em> spell requres a concentration check. On failure, some spells you are concentrating on or casting fizzle, or even backfire or cause a wild surge or something. Determining how many and which could be random, player's choice, or DM's choice, and a critical failure could be pretty spectacularly bad. If you are concentrating on multiple spells, the roll is at disadvantage, or the DC increases by some number per spell you're concentrating on. This adds a "push your luck" aspect to concentration.</p><p></p><p>I like the idea that defensive buffs have a light-mainenance mode distinct from concentration that doesn't require a check on taking damage, but removing concentration from them completely (as a category or on a case-by-case basis) is still worth considering.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8501227, member: 71235"] I agree with the general opinion that concentration is a good idea that was implemented and applied very, very poorly. A few random ideas: Buff spells could require concentration by the [I]target[/I], so that the wizard could buff multiple party members or buff + do some other concentration-spell, but each gets only one buff. The flip side is that now creatures can only have one buff spell on them! (Normally, multiple spellcasters could pile buffs on a single shared target, yeah?) This still sucks for certain defensive buffs that are supposed to prevent/reduce damage, of course. Remove the concentration limit, but, if you are concentrating on a spell, then casting [I]any[/I] spell requres a concentration check. On failure, some spells you are concentrating on or casting fizzle, or even backfire or cause a wild surge or something. Determining how many and which could be random, player's choice, or DM's choice, and a critical failure could be pretty spectacularly bad. If you are concentrating on multiple spells, the roll is at disadvantage, or the DC increases by some number per spell you're concentrating on. This adds a "push your luck" aspect to concentration. I like the idea that defensive buffs have a light-mainenance mode distinct from concentration that doesn't require a check on taking damage, but removing concentration from them completely (as a category or on a case-by-case basis) is still worth considering. [/QUOTE]
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Homebrew: Removing Concentration From The Less Popular Spells
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