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What Spells Would You De-Nerf? (and how would you change them...)
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<blockquote data-quote="Helldritch" data-source="post: 7941188" data-attributes="member: 6855114"><p>Spells from which I would (and did) remove concentration</p><p>Hunter's mark and Hex. These spells should've been class features and not spells.</p><p>Witch Bolt. Applying the damage should be a bonus action, enabling you cast a cantrip only.</p><p>All other spells are fine as they are. The goal of the concentration mechanic is to prevent the number bloating of bonuses. Concentration is the perfect tool for that.</p><p></p><p>BUUUUUUUUUUUUUUUUUUT!</p><p></p><p>I would modify concentration on attack spells.</p><p>Concentration: "Whenever you are casting a concentration spell on the enemy you have two possibilities. 1) The target saves, the spell failed. Nothing new there.</p><p></p><p>2) The target fails its save. You can now concentrate on the spell. Whenever a target succeed a save to end the effect that you are concentrating on, you can use your bonus action on your turn to reactivate the spell on the target. That target must then make another saving throw or suffer the effect anew. You can repeat this bonus action for the remainder of the spell's duration. If a spell affect more than one target, and more than one saves at the end of its turn; you have to chose which target will stay affected by your spell. The other one can't be affected anymore. If you choose to use your bonus action to reactivate a concentration spell, you can only cast a cantrip on your turn." All other rules of concentration still apply.</p><p></p><p>So far, I have used this modification for the past two or three sessions (I have two groups so...) and I haven't seen any major drawback. Two cases arose. A hold spell against the players (two were affected) and one made his initial save and the second one failed her save. She stayed paralyzed for about 3 rounds of a 7 round fight. I described it as a battle of will where the evil fire priest was trying to impose his will on hers. The players did like the description and found it kinda of cool that although Hold Person was again a wee bit save or suck, that she could still act a few times. That Fire priest became the target of every single attacks the players had to make him lose concentration.</p><p></p><p>The second case has been with Phantasmal Killer cast by Lizy (the same player that had failed her save above). She cast it at a hill giant and the giant made one save on the third round. She used her bad mouth to utter a few words that I will not repeat here but then she remember that she could reactivate the spells. The giant failed the save and the spell took hold of him again. She even dealt the killing blow with the phantasmal killer (so I made the giant's head explode) she really liked this turn of events.</p><p></p><p>The second group suffered a TPK so we did not have a chance to see the new rule into action.</p><p></p><p>Edit: corrected the wrong words the auto corrector had put in...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7941188, member: 6855114"] Spells from which I would (and did) remove concentration Hunter's mark and Hex. These spells should've been class features and not spells. Witch Bolt. Applying the damage should be a bonus action, enabling you cast a cantrip only. All other spells are fine as they are. The goal of the concentration mechanic is to prevent the number bloating of bonuses. Concentration is the perfect tool for that. BUUUUUUUUUUUUUUUUUUT! I would modify concentration on attack spells. Concentration: "Whenever you are casting a concentration spell on the enemy you have two possibilities. 1) The target saves, the spell failed. Nothing new there. 2) The target fails its save. You can now concentrate on the spell. Whenever a target succeed a save to end the effect that you are concentrating on, you can use your bonus action on your turn to reactivate the spell on the target. That target must then make another saving throw or suffer the effect anew. You can repeat this bonus action for the remainder of the spell's duration. If a spell affect more than one target, and more than one saves at the end of its turn; you have to chose which target will stay affected by your spell. The other one can't be affected anymore. If you choose to use your bonus action to reactivate a concentration spell, you can only cast a cantrip on your turn." All other rules of concentration still apply. So far, I have used this modification for the past two or three sessions (I have two groups so...) and I haven't seen any major drawback. Two cases arose. A hold spell against the players (two were affected) and one made his initial save and the second one failed her save. She stayed paralyzed for about 3 rounds of a 7 round fight. I described it as a battle of will where the evil fire priest was trying to impose his will on hers. The players did like the description and found it kinda of cool that although Hold Person was again a wee bit save or suck, that she could still act a few times. That Fire priest became the target of every single attacks the players had to make him lose concentration. The second case has been with Phantasmal Killer cast by Lizy (the same player that had failed her save above). She cast it at a hill giant and the giant made one save on the third round. She used her bad mouth to utter a few words that I will not repeat here but then she remember that she could reactivate the spells. The giant failed the save and the spell took hold of him again. She even dealt the killing blow with the phantasmal killer (so I made the giant's head explode) she really liked this turn of events. The second group suffered a TPK so we did not have a chance to see the new rule into action. Edit: corrected the wrong words the auto corrector had put in... [/QUOTE]
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