JohnTitusRenzi
First Post
Tracking saving throw times and concentration is too difficult.
Concentration is a part of nearly half of all spells.
For example, would a Paladin really bother with Shield of Faith
giving AC+2 if he just loses that spell when casting Bless which
also requires concentration?
Why do the gaming mechanics use minutes at all?
Why not just say concentration for 10/10 turns?
Or concentration for encounter duration?
Many maneuvers such as Feint Attack and spell effects such as
Searing Smite and Hunter's Mark should start before the attack.
Why make the character wait until his next attack?
Seems like the designers are a bit confused with the wording on
much of this timing.
Now on to saving throws.
It is very difficult to remember and players often forget when
to role a save.
What the game wants is to have the spell effect during the target's turn.
Have all the initial saves before the target takes damage.
Have all recurring saves at the end of the target's turns each round.
No more saves at the start of the target's or caster's turn, or at the end of the caster's
turn.
In summary,
Saving throw timing needs to be simplified.
The target saves before taking initial damage or getting a damage condition.
The target saves again at the end of each of the target's turns.
Spell and Martial Effect timing needs to be simplified.
The spell, feat, maneuver grants advantage or adds damage, etc. instantaneously.
Spells that cause damage should require concentration.
If the spell increases armor class or abjures in some way, it shouldn't require
concentration.
Concentration is a part of nearly half of all spells.
For example, would a Paladin really bother with Shield of Faith
giving AC+2 if he just loses that spell when casting Bless which
also requires concentration?
Why do the gaming mechanics use minutes at all?
Why not just say concentration for 10/10 turns?
Or concentration for encounter duration?
Many maneuvers such as Feint Attack and spell effects such as
Searing Smite and Hunter's Mark should start before the attack.
Why make the character wait until his next attack?
Seems like the designers are a bit confused with the wording on
much of this timing.
Now on to saving throws.
It is very difficult to remember and players often forget when
to role a save.
What the game wants is to have the spell effect during the target's turn.
Have all the initial saves before the target takes damage.
Have all recurring saves at the end of the target's turns each round.
No more saves at the start of the target's or caster's turn, or at the end of the caster's
turn.
In summary,
Saving throw timing needs to be simplified.
The target saves before taking initial damage or getting a damage condition.
The target saves again at the end of each of the target's turns.
Spell and Martial Effect timing needs to be simplified.
The spell, feat, maneuver grants advantage or adds damage, etc. instantaneously.
Spells that cause damage should require concentration.
If the spell increases armor class or abjures in some way, it shouldn't require
concentration.