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D&D 5E Losing Concentration

Yeah, I'm with the others. House rule as you like, but in my opinion, this way lies madness. The fact that they are giving one only certain select proficiencies when mutliclassing (and I think we can easily guess which ones aren't included) shows that they're trying to keep this kind of stuff to a minimum.

Could be, I was just offering a suggestion. Until the PHB and some playing is done everything is really just speculation at this point. I just hope they keep my option for an Arcane Archer feat available :D
 

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It was just an idea, but once you start adding feats, whos to say there are not other feats that allow another proficiency in a save (Iron Will, Lightning Reflexes, etc..) new abilities or spells that put casters at a disadvantage (mage hunter ability where you just have to be in melee range), might not be as broken as you think. Then there is always just a simple magic item that may do the trick.


Yeah, the Mage Slayer Feat in the PHB will definitely hurt casters in melee. However the War Caster Feat should really allow those who want that advantage on not losing concentration that option. War Caster will probably be part of almost all Melee Cleric, Paladin, and Druid builds.
 

Yeah, the Mage Slayer Feat in the PHB will definitely hurt casters in melee. However the War Caster Feat should really allow those who want that advantage on not losing concentration that option. War Caster will probably be part of almost all Melee Cleric, Paladin, and Druid builds.

Kind of hoping Paladins dont need it lol. They are built to be in the thick of things, although if they dont have concentration spells it's not a bother either.
 

Kind of hoping Paladins dont need it lol. They are built to be in the thick of things, although if they dont have concentration spells it's not a bother either.

Well, I feel that depends on the party makeup, if a Paladin is in the front alone, certainly they will, if they are someone who is going to be part of a 3 member front line, perhaps not. Losing the CON STs Proficiency though hurts them a lot.
 

im hoping theres a fix feat in phb, but if not an optional fix in dmg is fine. I fear there may not be any fix though, coz underpowered stuff doesnt break the game, it just kinda fades into the background and doesnt get used much. which would be a shame.

I don't know about a fix feat because I don't think there's a problem. However, I would be pretty surprised if you couldn't gain a save prof by spending a feat.
 

There's something that doesn't feel right by needing to make a bunch of saves to keep Stoneskin and most likely losing Stoneskin right away, against a horde of more than 20 angry monkeys and their ranged attacks, when the purpose of Stoneskin is to keep yourself from taking a lot of damage. Or you protect yourself with Protection from Energy when trying to rush out of a burning building and lose it right away.

The making a con save bit is still something that probably needs to be played out to see the actual impact.

It's possible that the fact you can cast at any time during a move might alleviate some of this, but then readying actions becomes a lot more common.

I have ideas for house rules such as:
-outright dropping the save if you take damage
-self buff spells don't require save
-spending a reaction to ignore making the con save for a round
-you only need to make a save if you take more than your level or 10 damage, in which case the save dc is just 10.

I think one of the impacts of the current concentration damage rule is that it makes magic items a must have for many things, as you can't rely on having buffing spells for the situation from any of the party members.
 

There's something that doesn't feel right by needing to make a bunch of saves to keep Stoneskin and most likely losing Stoneskin right away, against a horde of more than 20 angry monkeys and their ranged attacks, when the purpose of Stoneskin is to keep yourself from taking a lot of damage. Or you protect yourself with Protection from Energy when trying to rush out of a burning building and lose it right away.

The making a con save bit is still something that probably needs to be played out to see the actual impact.

I was going to say that, for stoneskin, that's only a little worse than the original spell which only protected you from one attack or attack sequence before it was dispelled and so it doesn't bother me much, but I think you may have a point with protection from energy. That's a spell useful for more than just protection in combat and since resistance now halves damage rather than provides a threshold that must be exceeded, some damage will always be there to trigger the concentration check.
 

I was going to say that, for stoneskin, that's only a little worse than the original spell which only protected you from one attack or attack sequence before it was dispelled and so it doesn't bother me much, but I think you may have a point with protection from energy. That's a spell useful for more than just protection in combat and since resistance now halves damage rather than provides a threshold that must be exceeded, some damage will always be there to trigger the concentration check.
Yea, but it looks like that particular use isn't really the intent of Protection from Energy anymore. It appears to be the spell you put on the Fighter when he's fighting the fire elemental, or when the Rogue is going to in to try and disarm the flame trap.

The concentration mechanic is definitely pushing towards making casters the buffers, and martials the buff recipients, which I think is a pretty solid balancing mechanism.
 



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