Lanefan
Victoria Rules
Which would then allow for some de-nerfing in other areas without blowing up balance too badly.Understandable, concentration was part of casting for so much of the game's history. The same concept did double-duty as both a restriction on casting and a determinant of duration. In 4e, casting was restricted only by action type, and rituals didn't much interact with combat mechanics, while the duration went to 'save ends' (pioneered in 3.5), and 'sustain' actions. 5e brought back the name concentration, to replace 'sustain' and removed the action cost, and also brought back concentration for rituals, even though they'd likely be used out of combat. Putting it back for casting in general seems like an obvious variant - as does adding back many other restrictions on prep/memorization & casting.
I'd tweak it to say that you can't take non-melee reactions on your turn, but otherwise this is a simple solve.Many reactions, like a Shield spell or Counterspell or OA, need to happen /before/ the triggering event is 'resolved' (ie completed & the results applies), or they do nothing. You can't take an OA after someone has actually moved out of your melee reach, you can't counterspell a fireball that's already blown you up, and while a Shield spell would stay up for any subsequent attacks, there'd be a lot less point to it if it couldn't stop the triggering attack.
Resolving reactions in FIFO order would make any reaction after the first useless, it'd be simpler to just rule that you can't take Reactions on your turn and that you can't take Reactions to Reactions.
I wonder, in an abstract and unclear sort of way, whether the whole lot of this - x-encounter day, somewhat hard-coded resting rules, significant benefits from resting - are an intentional attempt by the designers to enforce a certain (rather fast) pace of play, and whether some people are kind of pushing back against this without fully realizing it.DM Empowerment is the 'one fix' that lets everyone implement their own fix. 5e encourages it very well in other areas, starting with basic resolution. It's odd it reverts to a 3e style fixed numbers and explicit rules in this one, relatively critical (to class balance & encounter difficulty - I know that the former is anathema to certain D&D de-facto traditions, and the latter /needs/ to be swingy for the CaW style) area.
To sound like Zapp for a moment, what it looks like is that 5e presents as being 'for everyone,' as intended, including having guidance for those who value class balance and want to be able to use encounter guidelines with some confidence, but then intentionally undermines that guidance.
It's as if the designers looked at, say, 1e resting, where you'd sometimes need to rest for a week or more in order to fully recover; and then looked at, say, 4e resting, where other than dailies everything is refreshed very quickly; and decided to lean hard toward the 4e pacing: little resting and then on with the action.
This is, I suppose, fine for dungeon crawling where things can be fast-paced and every room holds a threat, but as other have noted it falls apart when the pace of the in-game action slows down. Wilderness adventuring, long-distance travel, full-on sandboxing, any time the PCs are doing more exploration than anything else...they're always over-rested unless the DM kitbashes the resting rules.
And I'm not sure there's a hard-rules solution for this that would still work as desired in the dungeon-crawly bits. But it's worth analyzing...maybe?
Lan-"none shall rest till the dead are made dead"-efan