D&D 5E Time Tracking in 5E, Concentration, Save at Start or End

Generally, there is no reason. It is a bonus action spell, meaning you can cast it and still take an attack action on the same turn. Why did you say that the paladin was going to forget because he had to wait until the next turn to attack?
 

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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?
Because he wants to avoid being hit instead of hitting better.

If concentration didn't exist, he might choose to do both. At higher levels, he would always want to do both. Concentration on buff spells prevents previous edition's "everyone casts half a dozen spells on themselves before combat starts", leading to simpler buff tracking and some genuine choices about what you do or do not cast.
Why do the gaming mechanics use minutes at all?
Why not just say concentration for 10/10 turns?
Or concentration for encounter duration?
It really makes no difference for the first two.
The last one is slightly more problematic than defining a specific period of time, because it sets up a situation where a player might want an encounter to continue, whereas the DM wants it to conclude. If the duration is 1 minute, there's no argument.
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.
It's pretty straightforward: bonus actions are, again, a type of limit on how much you can do and therefore how much consideration you need on your turn. Searing smite, then immediately attack, and there's no waiting happening, and you don't need to deliberate on whether you should feint + searing smite or only do one of the two. On the other hand, if you miss with your attack, then the spell is still there.

I do personally think that the use of concentration on the smite spells doesn't mesh with what I perceive as the goals of the concentration mechanic, and as a result most of the smite spells end up being pretty poor choices.
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.
Thanks to concentration, typically each player will only be affecting a target with a single spell at a time, so it's pretty easy to have that spell in front of you.
 

"Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration"

This wording indicates multiple Smites.
 

"Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration"

This wording indicates multiple Smites.

I am sorry, but I do not see how you got that. The FIRST time you hit. Not the first time each round, or first each turn. It only functions the first time you hit. Once only. The only benefit of the duration is that it can be held if you missed on your attack.
 


You do realize if he casts the spell as his bonus action and then attacks immediately on the SAME turn he doesn't run the risk of being hit and losing his concentration. So his fear of losing concentration is kinda pointless... This is assuming he hits anyways...

PS- the spell lasts up until concentration wears off or he loses concentration OR the FIRST. Melee attack he lands. One attack, the first that lands after the spell is cast.
 
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I am having difficulty parsing the OP.

My recommendation would be to learn more about the rules and play the game with the rules as they are before making house rules. If you build house rules on top of rules that you don't understand you will likely create a situation where it is hard to learn the actual rules as you confuse them with your house rules.
 



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?

Because they are for two different situations. Shield is good if the Paladin is trying to hold the line and draw attacks, bless is for the paladin helping himself and allies do lots of damage.

Why do the gaming mechanics use minutes at all?
Why not just say concentration for 10/10 turns?
Or concentration for encounter duration?
Because for many spells this would a ridiculous number to put down. Reading 1 hour duration is much easier to parse than 600 turns. Many spells that last longer than 1 minute can be used in multiple combats depending on situation, and there is some amount of out of combat travel. I would rather approximate it than track it in initiative.

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.
All of those can be used before attacking. You do not have to take an action before your bonus action. You can do bonus action then action. You can Move, Action, Move, Bonus Action, Move. There is no strict ordering.
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 general there at a lot of things to keep track of. as the DM I keep track of things for monsters, and if I have mental space left over I help the players. However, most of the time, I do monsters, the players do players. IFF we both forget, when we remember I have all the saves apply immediately and adjust the damage accordingly. This applies for monsters needed to concentrate, players concentrating, any saves on both ends.

As for when things trigger it follows a generally regular pattern. First and foremost spells with no duration you do the save once when the spell happens and that's it, ezpz. Spells that apply an effect are generally save, then save at the end of each turn. Unless concentration is broken they last for one round.
Concentration spells that do area damage trigger twice. Once when someone enters it for the first time in a turn, and second at the start of that characters turn. Rarely will it trigger on enter or end of turn. The only spell I can immediately think of that does this is Wall of Fire.
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.

Some of those things are already true, you just need to review the rules in chapters 7-9 again. Lots of good stuff in there. I am mostly against buffs being non-concentration. Having DMed pathfinder the number of named NPCs with a list of buff spells cast before combat was absurd. Then the players started stacking them and I was unenthused. The concept of 1 player -> 1 buff makes tracking things simple. Especially combined with advantage/disadvantge. If I never have to say "Did you remember +2 from the bard singing" or, "Are these both shield bonuses?" I would be happy. Except that despite all its flaws and pain it's really fun to do absurd fantasy things in an everything goes world. So I will continue to 5e and pathfinder.
 

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