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Is Concentration Bugging You?
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<blockquote data-quote="Celtavian" data-source="post: 6521019" data-attributes="member: 5834"><p>I feel it is a waste. I've always been a caster that likes to use my resources in a very efficient fashion. I don't like casting spells unless they're needed. 1-2 rounds of usefulness is about all you need in this game. I don't usually get even that. I usually have to cast a protective or utility concentration spell, so that I cannot even use my concentration offensive spells.</p><p></p><p></p><p></p><p>Can your spellcasters take a 50 point + breath weapon and a 10 point lair action hit easily? I'm a gnome with a 16 on. I have 72 hit points. AoE attacks and the like chew through them pretty quickly. Concentration checks are tough even for me with a good Con Save.</p><p></p><p>You don't have much of a choice but to bunch up with mobility as it is. First, spells like <em>fly</em> and <em>protection from energy</em> are touch. If you prebuff, that helps. But you still have to stay within a certain range because if concentration drops, you'll have to rebuff your party. </p><p></p><p>If you spread out, the creature with high mobility starts to pick you off piecemeal. If it is an intelligent creature, it will go after casters first same as an intelligent party would. If you're a wizard or cleric, you stand too far away and you make it so your martials can't engage the creature while it hammers you then flies out of range. It really doesn't care about AoOs from casters. Casters, arcane at least, don't want to use their reaction on an AoO to preserve it for a spell.</p><p></p><p>A creature that can move 80 feet per round and unleash a 60 foot wide cone can generally get a majority of your party unless you spread out very, very wide. Then it attacks you piecemeal killing the casters.</p><p></p><p>It's one of those damned if you do, damned if you don't situations.</p><p></p><p></p><p></p><p>It's not making my choices more interesting. It's making them less interesting. That is why it isn't fun. I get one concentration spell up and my list shrinks by four or five spells. I've been sifting for non-concentration spells that will be effective and have found few.</p><p></p><p></p><p></p><p>It's a bunch of factors. Concentration is definitely one of my biggest problems.</p><p></p><p>I cast <em>fly</em>. Then I can't cast <em>slow</em>, <em>wall of force</em>, <em>wall of fire</em>, <em>protection from energy</em>, most illusion spells, <em>hypnotic pattern</em>, <em>bigby's hand</em>, <em>conjure elemental</em>, <em>conjure minor elemental</em>, <em>invisibility</em>, <em>flesh to stone</em>, <em>globe of invulnerability</em>, <em>haste</em> (let's be real, this spell is worthless now), <em>heroism</em>, or <em>polymorph</em>. It's a huge limitation that takes a lot of options from your spell list. You don't think that is a lot of interesting spells removed from your list of options for casting one buff spell?</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6521019, member: 5834"] I feel it is a waste. I've always been a caster that likes to use my resources in a very efficient fashion. I don't like casting spells unless they're needed. 1-2 rounds of usefulness is about all you need in this game. I don't usually get even that. I usually have to cast a protective or utility concentration spell, so that I cannot even use my concentration offensive spells. Can your spellcasters take a 50 point + breath weapon and a 10 point lair action hit easily? I'm a gnome with a 16 on. I have 72 hit points. AoE attacks and the like chew through them pretty quickly. Concentration checks are tough even for me with a good Con Save. You don't have much of a choice but to bunch up with mobility as it is. First, spells like [I]fly[/I] and [I]protection from energy[/I] are touch. If you prebuff, that helps. But you still have to stay within a certain range because if concentration drops, you'll have to rebuff your party. If you spread out, the creature with high mobility starts to pick you off piecemeal. If it is an intelligent creature, it will go after casters first same as an intelligent party would. If you're a wizard or cleric, you stand too far away and you make it so your martials can't engage the creature while it hammers you then flies out of range. It really doesn't care about AoOs from casters. Casters, arcane at least, don't want to use their reaction on an AoO to preserve it for a spell. A creature that can move 80 feet per round and unleash a 60 foot wide cone can generally get a majority of your party unless you spread out very, very wide. Then it attacks you piecemeal killing the casters. It's one of those damned if you do, damned if you don't situations. It's not making my choices more interesting. It's making them less interesting. That is why it isn't fun. I get one concentration spell up and my list shrinks by four or five spells. I've been sifting for non-concentration spells that will be effective and have found few. It's a bunch of factors. Concentration is definitely one of my biggest problems. I cast [I]fly[/I]. Then I can't cast [I]slow[/I], [I]wall of force[/I], [I]wall of fire[/I], [I]protection from energy[/I], most illusion spells, [I]hypnotic pattern[/I], [I]bigby's hand[/I], [I]conjure elemental[/I], [I]conjure minor elemental[/I], [I]invisibility[/I], [I]flesh to stone[/I], [I]globe of invulnerability[/I], [I]haste[/I] (let's be real, this spell is worthless now), [I]heroism[/I], or [I]polymorph[/I]. It's a huge limitation that takes a lot of options from your spell list. You don't think that is a lot of interesting spells removed from your list of options for casting one buff spell? [/QUOTE]
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