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Is Concentration Bugging You?
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<blockquote data-quote="I'm A Banana" data-source="post: 6520904" data-attributes="member: 2067"><p>...not really trying to convince anyone, just a possible counter-point...</p><p></p><p></p><p></p><p>I don't agree that it's "wasting a spell slot" to end a concentration spell. Rather, the way I think of it, if you get 1-2 rounds of usefuleness from the spell, it's more than worth the resources spent to cast it. And a "shortened spell list" varies wildly between casters depending on what spells they choose (it only loses 4-5 options if you choose 5-6 concentration spells). I don't see the narrowed selection as limiting, but rather as inspiring creative use of other spells. If I can't protect my allies from my wall of fire, that's not a limitation, that's just a reason to not use it in the thick of melee. Constraints birth creativity, and I've found so far that the Concentration constraint has me looking at old (especially lower-level) spells in a new way.</p><p></p><p></p><p></p><p>I find that tactics largely solve this issue. Bunching up has never been smart, and 5e spellcasters are built to be able to take a wallop or two. A powerful hit you take that disrupts Concentration is one less hit the party healer takes. And if you're casting spells in melee with dragons, well, you're kind of asking for trouble...</p><p></p><p></p><p></p><p>See, I'm kind of digging it. I'm not paranoid about a failed check. I'm VERY happy to be able to harass my enemies for a few turns, long enough to get their attention like that. I'm finding it makes my choices more interesting.</p><p></p><p>Which isn't to discount others' experiences, it's just to point out that there's some disagreement on the issue that points to something other than Concentration itself as the root of the issue.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6520904, member: 2067"] ...not really trying to convince anyone, just a possible counter-point... I don't agree that it's "wasting a spell slot" to end a concentration spell. Rather, the way I think of it, if you get 1-2 rounds of usefuleness from the spell, it's more than worth the resources spent to cast it. And a "shortened spell list" varies wildly between casters depending on what spells they choose (it only loses 4-5 options if you choose 5-6 concentration spells). I don't see the narrowed selection as limiting, but rather as inspiring creative use of other spells. If I can't protect my allies from my wall of fire, that's not a limitation, that's just a reason to not use it in the thick of melee. Constraints birth creativity, and I've found so far that the Concentration constraint has me looking at old (especially lower-level) spells in a new way. I find that tactics largely solve this issue. Bunching up has never been smart, and 5e spellcasters are built to be able to take a wallop or two. A powerful hit you take that disrupts Concentration is one less hit the party healer takes. And if you're casting spells in melee with dragons, well, you're kind of asking for trouble... See, I'm kind of digging it. I'm not paranoid about a failed check. I'm VERY happy to be able to harass my enemies for a few turns, long enough to get their attention like that. I'm finding it makes my choices more interesting. Which isn't to discount others' experiences, it's just to point out that there's some disagreement on the issue that points to something other than Concentration itself as the root of the issue. [/QUOTE]
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