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Softening Concentration
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<blockquote data-quote="James Gasik" data-source="post: 9440679" data-attributes="member: 6877472"><p>I've used it, and it has it's good and bad points. In 2014, it can function like an AoE <em>banishment</em>- the targets get one save and then they're charmed and unable to do anything for up to 1 minute if concentration is maintained. Sure, a creature can use their action to rouse another, but in this situation, if half the targets save, well, at least half the targets lose their action for a turn, which isn't bad, and it's usually better than that. Plus, if you catch an ally in the area, it's not the worst thing ever.</p><p></p><p>It's main issue is that a lot of things are immune to being charmed. Compare to <em>slow</em>, which lets you pick your targets, but allows for repeat saves and doesn't actually prevent anyone from acting, though it's hell on multiattack critters and pretty spiffy versus spellcasters (who have a 50% chance for their spells to go off the turn after they are cast- but more importantly, shuts down their reactions). You know they're going to get out of <em>slow</em> in a round or two, but there's a chance that some of the enemies you hit with<em> pattern</em> won't be able to act until their allies are all dead.</p><p></p><p>That having been said, I usually prepare and cast <em>slow </em>over<em> pattern</em> simply because I don't always know if someone would randomly be immune to it, lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9440679, member: 6877472"] I've used it, and it has it's good and bad points. In 2014, it can function like an AoE [I]banishment[/I]- the targets get one save and then they're charmed and unable to do anything for up to 1 minute if concentration is maintained. Sure, a creature can use their action to rouse another, but in this situation, if half the targets save, well, at least half the targets lose their action for a turn, which isn't bad, and it's usually better than that. Plus, if you catch an ally in the area, it's not the worst thing ever. It's main issue is that a lot of things are immune to being charmed. Compare to [I]slow[/I], which lets you pick your targets, but allows for repeat saves and doesn't actually prevent anyone from acting, though it's hell on multiattack critters and pretty spiffy versus spellcasters (who have a 50% chance for their spells to go off the turn after they are cast- but more importantly, shuts down their reactions). You know they're going to get out of [I]slow[/I] in a round or two, but there's a chance that some of the enemies you hit with[I] pattern[/I] won't be able to act until their allies are all dead. That having been said, I usually prepare and cast [I]slow [/I]over[I] pattern[/I] simply because I don't always know if someone would randomly be immune to it, lol. [/QUOTE]
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