Diirk said:
Fixed or broke? As a 9th level druid with minor buffs (bard song +1 hit, magic fang +1 hit, bulls strength +2 hit) in bear form my attack bonus is +17/+17/+12. So if I tried to cast defensively against myself with maxed concentration (12 ranks +4 con = 16), I'd have slightly less than a 50% chance on a level ONE spell. For a level 5 spell, you're looking at about 25% chance of success.
(Unless you take spell level out of the equation altogether? Making a level 9 spell exactly the same difficulty to cast as a level 1 spell?)
Indeed, that's what I do. The first Concentration check is simply representative of whether you are adept at avoiding (or withstanding without injury) the blow which is inevitably directed at you. Someone else pointed out that the Concentration check should be fixed, as it only represents the spell caster keeping an eye on an opponent while casting, i.e. multi-tasking. That's fine, but I use the first of two Concentration checks as a proxy for AC, not to represent whether you can multi-task. In fact, my rule is slightly more complex, in that you add any dodge bonus to your AC to your Concentration roll to give your total roll against which the attacker's attack roll is compared. I have a second Concentration roll which determines the consequences of a successful attack against the spellcaster, and spell level
is factored into that. The process goes something like:
1. Spellcaster decides to cast a spell while threatened.
2. Attacker decides whether or not to use attack of opportunity on spellcaster.
3. If attacker decides to AoO the spellcaster, spellcaster rolls a modified Concentration check (d20 + Concentration skill + any dodge bonus to AC).
4. The spellcaster's AC against that AoO is the higher of the modified Concentration check and his normal AC.
5. The attacker rolls the attack roll for the AoO normally, and if he hits the spellcaster's AC as determined above, he hits the spellcaster.
6. If the attacker hits the spellcaster, the spellcaster must make a normal Concentration check in response (10 + spell level + damage suffered) or lose the spell.
In practice, this has worked out well and now my players are comfortable with it, it doesn't take much time out of combat.
Cheers, Al'Kelhar