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Is Concentration Bugging You?
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<blockquote data-quote="KarinsDad" data-source="post: 6513424" data-attributes="member: 2011"><p>If I were to drop concentration from some spells, I might drop some spells like Flaming Sphere. Yeah, if you are an evoker, you can more easily set up some situations where the sphere might damage more than one bad guy and not harm adjacent PCs, but it too is an extremely situational spell. The minor damage only occurs at the end of a foe's turn (except the one foe the caster hits with it once per round), so the foe can often just move away (and in 5E, movement is somewhat easy unless there are 2 or more adjacent foes). An elf wizard with a bow averages as much damage, so why is it a concentration spell that can be disrupted? If a caster is not an evoker, Flaming Sphere is even more of a situational spell.</p><p></p><p>I would say that I would probably remove concentration from about a third of spells that have it. Smite spells are a good candidate. Web for sure. The odds of keeping someone in a Web spell for more than a round or two are extremely small as is. Allowing enemies to dispel the Web completely by just hitting the caster with an attack seems like total overkill.</p><p></p><p></p><p>I think that maybe WotC created so many concentration spells because the designers thought that many encounters would end in 2 to 3 rounds, so having 1 or 2 round effects can be strong. But in our game, the previous DM did not believe in wimpy encounters. If there was going to be an encounter, it was often going to be in the hard to deadly range because why have it if it's mostly an exercise in rolling dice and not very challenging to the players? (to use up resources maybe???) Our encounters often last 3 to 6 rounds. Many of them are real threatening. We are often outnumbered and sometimes, outgunned. Not always, but enough that 1 and 2 round spells tend to be less impressive (considering that the caster uses up 1 round to cast them) than maybe WotC intends. So, concentration just seems to add insult to injury. Obviously, YMMV on that.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6513424, member: 2011"] If I were to drop concentration from some spells, I might drop some spells like Flaming Sphere. Yeah, if you are an evoker, you can more easily set up some situations where the sphere might damage more than one bad guy and not harm adjacent PCs, but it too is an extremely situational spell. The minor damage only occurs at the end of a foe's turn (except the one foe the caster hits with it once per round), so the foe can often just move away (and in 5E, movement is somewhat easy unless there are 2 or more adjacent foes). An elf wizard with a bow averages as much damage, so why is it a concentration spell that can be disrupted? If a caster is not an evoker, Flaming Sphere is even more of a situational spell. I would say that I would probably remove concentration from about a third of spells that have it. Smite spells are a good candidate. Web for sure. The odds of keeping someone in a Web spell for more than a round or two are extremely small as is. Allowing enemies to dispel the Web completely by just hitting the caster with an attack seems like total overkill. I think that maybe WotC created so many concentration spells because the designers thought that many encounters would end in 2 to 3 rounds, so having 1 or 2 round effects can be strong. But in our game, the previous DM did not believe in wimpy encounters. If there was going to be an encounter, it was often going to be in the hard to deadly range because why have it if it's mostly an exercise in rolling dice and not very challenging to the players? (to use up resources maybe???) Our encounters often last 3 to 6 rounds. Many of them are real threatening. We are often outnumbered and sometimes, outgunned. Not always, but enough that 1 and 2 round spells tend to be less impressive (considering that the caster uses up 1 round to cast them) than maybe WotC intends. So, concentration just seems to add insult to injury. Obviously, YMMV on that. [/QUOTE]
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