Concentration Defensive Self Buffs

Post/Author/DateTimePost
#1

MagicSN

Jul 05, 2014 3:30:00

Hello!

 

After the first Gaming session after the Basic Rules some observation: We are generally very happy with the new rulechanges with one exception - the effect of the new Concentration rule of purely defensive selfbuffs seems deeply flawed.

 

Due to the new Concentration can be disrupted by Damage rule purely defensive selfbuff are too weak (and especially only "worth" to be cast out of combat just before the fight, and sometimes not even this).

 

Reasoning:

 

Either you will not be hit - and then casting the +2 AC Buff is pointless - or you will be hit and then - unless you have a Con Proficiency - after 1-2 hits the defensive selfbuff is gone. Meaning the investment "sacrificing a complete turn to cast it" is too "expensive". Not to mention lvl 4 purely defensive selfbuffs which are too expensive. And the effect that it "forces" casters to multiclass into a Con-proficient class is just too heavy (outweighs any lvl 20 feature).

 

But I commented this already when they originally talked about the Concentration change

 

Suggested solutions:

 

a) Purely defensive self buffs are not disrupted by Damage, only other Concentration spells

or b) There is a feat to achieve a)

or c) For purely defensive self-buffs it is min(10,dmg/2) instead of max(10/dmg/2)

or d) Instead of a Con-Save a Save against the Caster-Stat is used (but this would be "too strong" in my opinion, then all

    Concentration-Spells would nearly be save from disruption by damage)

or e) d), but only for purely defensive self-buffs

or f) purely defensive self-buffs are all swift-cast (to cast them up fast again) - still does not solve that lvl 4 purely defensive selfbuffs are too expensive and not "worth it"

 

In our game I cast a purely defensive selfbuff in the first battle (Protection from Energy) but desided to save me the lvl 3 spell in the second fight, after the buff was removed on the second round - doing some damage in that round to cast the buff and take a bit more damage was more worth it than casting the spell.

 

Asides from this issue there is the issue with spells like Shield of Faith which IMHO is still too "weak" (+2 AC for one person is too weak compared to something like Bless which is a huge buff on the complete group). IMHO this spell should be non-concentration, like Mage Armor. Another option would of course be to allow both a offensive and defensive concentration-spell (which we use as a houserule since several weeks, and have made good experience with that... suddenly spells like Shield of Faith were actually used ^^)

 

Best regards,

Steffen

 

 

#2

mellored

Jul 05, 2014 6:35:59

Or more likely, you don't cast it on yourself.

#3

Dracones

Jul 05, 2014 6:51:37

I personally wouldn't mind seeing a feat for this. I still think a lot of buffs should be limited by concentration, but yeah it does make being a battle cleric a bit harder since ideally you don't want to take damage. Sanctuary is perfect for people who want to buff/cure during a fight and not be doing damage. But if you're a war cleric you should be able to toss up a bless and wade into the melee.

 

The feat would need to be clear that it only works on buffs, not things like hold person. But I think the conc mechanic by itself does a pretty good job limiting the power of buffs.

#4

FFSAA

Jul 05, 2014 6:54:33

Hire NPCs to cast them on you and stay out of the fight.  What else are you going to spend your plat on?

#5

Lokiron

Jul 05, 2014 7:16:31

Weren't the concentration spells limited enough, even without them being breakable by damage? Preventive mechanic against CoDzilla?

 

Anyway, this probably will not change, time to figure out how to make them worthwhile:

  • Buff someone else
  • Get proficiency on CON saves
  • Don't get hit (favor defensive buffs that give AC over resistance)
  • Preserve concentration with the Shield spell (very defensive, I know...)
  • Improve CON

 

Wow, a lot of those options are really unappealing.... 

#6

mellored

Jul 05, 2014 8:11:24

Dracones wrote:
(Reply to #6)

Lokiron

mellored wrote:
#8

LFK

Jul 05, 2014 10:02:59

Lokiron wrote:
#9

MechaPilot

Jul 05, 2014 11:39:52

Lokiron wrote:
#10

Lawolf

Jul 05, 2014 12:41:35

Improved invisibility, stone skin, haste, all seem like great defensive buffs that can prevent you from being hurt or even being targeted. 

(Reply to #8)

Ashrym

LFK wrote:
(Reply to #10)

Ashrym

Lawolf wrote:
#13

Rastapopoulos

Jul 05, 2014 17:27:23

MagicSN wrote:
#14

edwin_su

Jul 05, 2014 17:30:34

@blackwarder : if a stonskined wizard is taking damage should he make a concentration check?
@mikemearls : yes, unless spell says otherwise
@blackwarder : so is it intended to be cast on the fighter and not on the wizard?
@mikemearls  : that's probably your best use for it

#15

Psikerlord

Jul 05, 2014 18:06:00

MagicSN wrote:
#16

Psikerlord

Jul 05, 2014 18:08:37

Lokiron wrote:
#17

Psikerlord

Jul 05, 2014 18:12:14

Lawolf wrote:
#18

Psikerlord

Jul 05, 2014 18:14:27

edwin_su wrote:
#19

Psikerlord

Jul 05, 2014 18:17:16

Ashrym wrote:
#20

Thalion94518

Jul 05, 2014 19:08:47

FFSAA wrote:
#21

IgnatiusJ.Reilly

Jul 05, 2014 19:25:14

One could hurl a number of evocations as long as the concentration buffs last, I suppose. All the interesting spells, illusion and enchantments and whatnot, are concentration too. So, options are limited, really. If I wanted to throw fire and ice balls I'd pick a game with tons of mana potions, not D&D's intricate spell list. That said, at least they are upfront with Basic, even if the concentration spell list has changed greatly since the last playtest packet in October. You know what your buying into, or not buying into, I guess. The solution, as it has always been with D&D, is one's DM.

#22

Cyber-Dave

Jul 05, 2014 19:55:52

Psikerlord wrote:
(Reply to #19)

Ashrym

Psikerlord wrote:
#24

Psikerlord

Jul 05, 2014 20:17:34

Cyber-Dave wrote:
#25

Cyber-Dave

Jul 05, 2014 20:22:55

Psikerlord wrote:
#26

Psikerlord

Jul 05, 2014 20:24:23

Ashrym wrote:
#27

demon_idol

Jul 05, 2014 20:35:36

As an old, wizard loving grognard myself, I am surpised to find that I really like the way concentration buffs work. It adds a very interesting tactical dimension to the game, where the other characters, who may well be benificiaries of a concentration buff like fly or haste, will have to provide distracting attacks, misdirecting ruses, and body shields to keep their buffs up. This also goes for things like walls, illusions, and probably (we have yet to see) conjured monsters. 

 

It also feels more like literary fantasy fiction. It usually seems to be the case that damaging a wizard disrupts their magic.

 

Finally, a game that gives my 17th level evoker a meteor swarm with a 1 mile range that creates four 40 foot radius 40d6 fireballs does not seem to be nerfing magic much. My only regret is that you can't center it on someone. Not that you really need to.

(Reply to #22)

LupusRegalis

Cyber-Dave wrote:
#29

Cyber-Dave

Jul 05, 2014 21:24:57

LupusRegalis wrote:
#30

Lawolf

Jul 05, 2014 21:55:48

Ashrym wrote:
#31

Cyber-Dave

Jul 05, 2014 23:08:13

Lawolf wrote:
#32

FFSAA

Jul 05, 2014 22:20:07

Cyber-Dave wrote:
#33

Psikerlord

Jul 05, 2014 22:21:59

Psikerlord wrote:
#34

MechaPilot

Jul 05, 2014 22:24:07

Psikerlord wrote:
#35

masterfat78

Jul 05, 2014 22:26:19

Psikerlord wrote:
#36

masterfat78

Jul 05, 2014 22:27:27

People complain about stoneskin but it looks like a spell to cast on yopur fighter then go invisible and stay out of danger. Same with haste.

#37

FFSAA

Jul 05, 2014 22:32:30

Cyber-Dave wrote:
#38

Psikerlord

Jul 05, 2014 22:30:56

masterfat78 wrote:
#39

GhostStepper

Jul 05, 2014 22:33:06

I find it amusing that someone was complaining in another thread about them removing tactical decision making from wizards because of Shape Spell when the concentration spell mechanics actually force spellcasters to be more tactcal than they ever have before. "Fire and forget" for 40 years becomes "fire and watch your ass".

#40

Psikerlord

Jul 05, 2014 22:33:12

MechaPilot wrote:
#41

MechaPilot

Jul 05, 2014 22:37:40

Psikerlord wrote:
#42

Cyber-Dave

Jul 06, 2014 8:32:08

FFSAA wrote:
(Reply to #30)

Ashrym

Lawolf wrote:
(Reply to #36)

Ashrym

masterfat78 wrote:
#45

Noon

Jul 06, 2014 0:24:28

This is something they should have had in the general playtest first.

 

It's not a good idea to make something, playtest it, then put in something else that cancels it roughly half the time due to a regular occurance. It's not small adjustment.

#46

Ramzour

Jul 06, 2014 1:52:45

Cyber-Dave wrote:
#47

Psikerlord

Jul 06, 2014 2:20:02

Noon wrote:
#48

Ramzour

Jul 06, 2014 3:01:05

Psikerlord wrote:
#49

TheNovaLord

Jul 06, 2014 3:38:39

It is good that casters are Both OP and Suck as mentioned above

 

I get the feeling we wont really know until a good many games past the full release date......still the internet would be empty if it werent for speculation

 

Trying my first game post basic rules release later so will keep an eye out of this Conc thing!

#50

Brimleydower

Jul 06, 2014 4:34:56

I believe people are still viewing the game through the lense of different editions instead of approaching it as different game. There are some similarities to be drawn, yes, and that was intention all along, but so long as someone is trying to cram the Triangle into the Square, they're going to be disappointed.

#51

Psikerlord

Jul 06, 2014 4:56:27

Ramzour wrote:
#52

Ramzour

Jul 06, 2014 5:08:43

Psikerlord wrote:
#53

Uchawi

Jul 06, 2014 5:25:59

There is also the choice if you want to be a combat oriented caster then choose a gish, warlock or a cleric. Get out of the mind set of one class can do it all.

#54

masterfat78

Jul 06, 2014 6:08:22

Ashrym wrote:
(Reply to #51)

Ashrym

Psikerlord wrote:
(Reply to #4)

eleran

FFSAA wrote:
#57

GhostStepper

Jul 06, 2014 11:56:56

Uchawi wrote:
#58

Dracones

Jul 06, 2014 13:39:35

There's a lot more flexibility and options that people aren't giving wizards credit for. For one, if you have an important conc spell up you have really good reflex options like shield to turn a hit on you into a miss that lets you keep your concentration up.

 

But really I think evokers are going to be the AE kings. Bounded accuracy means that packs of low level monsters can kill a party, but with sculpting your wizard can put fireballs anywhere and wipe out an 8x8 grid of enemies quite often. High level wizard action would look like: 10 ogres rush the party, 4 surround the wizard who shields to deflect after the first hit, overchannels a high slot fireball and GG ogres time for the next encounter.

 

Sculpting drastically changes how evokers operate. I don't think we can say too much about concentration spells until we see the other archtypes like conjurer or enchanter. 

#59

roddyriot2

Jul 15, 2014 14:11:02

I concur with the original poster, I hate the concentration rule.  There are numerous spells that will produce very poor value (I hesitate to say 'worthless' and risk being defeated by literal-ists).  The war-cleric archetype is just out the window: 'Prayer' and 'Magic Weapon' are especially junk'y, provided too small an immediate boost given the risk of concdntration-breakage.  The design problem is lumping hugely powerful magic like slow in with small buffs like these.

#60

FallingIcicle

Jul 15, 2014 14:59:27

There are a few spells that really shouldn't require concentration, like Magic Weapon. Magic weapon provides a very minor bonus for its spell level, and doesn't stack with magic items. I can't see my chracter ever bothering to learn or use that spell. It just doesn't compare to any of the other things I could be using my concentration for.

#61

Lawolf

Jul 15, 2014 15:10:46

FallingIcicle wrote:
#62

FallingIcicle

Jul 15, 2014 15:23:15

Lawolf wrote:
#63

Lawolf

Jul 15, 2014 15:46:40

FallingIcicle wrote:
#64

Psikerlord

Jul 15, 2014 16:10:52

Ramzour wrote:
#65

Arithezoo

Jul 15, 2014 16:16:20

There aren't really that many Defensive Self Buffs:

 

Blur

 

That is all.  Every other defensive buff spell can be cast on another creature.  And Blur makes it very hard for creatures to hit you in the first place, meaning you might not even need to make any concentration checks.

 

Personally, I like this.  In the past, casters would simply buff themselves (often with multiple spells), and this (at least in my games) was part of the reason for caster dominance.  Now, not only can you only have a single concentration spell active at a time, you are typically better off buffing another party member and continuing to keep out of harm's way.

#66

ChrisCarlson

Jul 15, 2014 18:15:01

Polymorph Self... Tenser's Transormation...

 

Wuddayameanwizardscouldn'tdomelee?

#67

FallingIcicle

Jul 15, 2014 20:55:45

Lawolf wrote:
#68

Lawolf

Jul 15, 2014 22:02:41

FallingIcicle wrote:
#69

Psikerlord

Jul 15, 2014 22:04:16

Arithezoo wrote:
#70

viper5

Jul 15, 2014 22:47:12

Ramzour wrote:
#71

FallingIcicle

Jul 15, 2014 23:02:10

Lawolf wrote:
#72

Polaris

Jul 15, 2014 23:09:21

FallingIcicle wrote:
#73

1eejit

Jul 16, 2014 4:29:05

Psikerlord wrote:
#74

Polaris

Jul 16, 2014 4:32:31

1eejit wrote:
(Reply to #74)

1eejit

Polaris wrote:
#76

Polaris

Jul 16, 2014 5:14:41

1eejit wrote:
#77

Person_Man

Jul 16, 2014 6:39:02

Mage Armor spell does not require Concentration, lasts 8 hours, and provides you with 13 + Dex armor.

Foresight spell does not require Concentration, and provides a very potent buff for 8 hours.  (It's also worth noting that the benefits are "you can't be suprised" and gaining Advantage or imposing Disadvantage on a lot of things.  There's nothing inhearently "magical" about it, but it's way way better then anything a 17-20th level Fighter or Rogue gets. 

 

Predictions: After the PHB and 6-8ish splat books with spells are published, you'll be able to assemble a list of 6-8ish buff spells with a long duration that don't require Concentration, and CoDzilla (or MageZilla?) will be reborn. 

 

 

(Reply to #77)

Ashrym

Person_Man wrote:
#79

Orethalion

Jul 16, 2014 12:26:55

FallingIcicle wrote:
#80

mellored

Jul 16, 2014 12:29:52

Orethalion wrote:
#81

FallingIcicle

Jul 16, 2014 13:35:09

Orethalion wrote:
#82

Ahglock

Jul 16, 2014 13:42:16

FallingIcicle wrote:
#83

Orethalion

Jul 16, 2014 13:55:28

mellored wrote:
#84

FallingIcicle

Jul 16, 2014 13:57:20

Ahglock wrote:
#85

Lawolf

Jul 16, 2014 14:06:22

FallingIcicle wrote:
#86

Lawolf

Jul 16, 2014 14:34:08

FallingIcicle wrote:
#87

FallingIcicle

Jul 16, 2014 14:49:41

Lawolf wrote:
#88

Orethalion

Jul 16, 2014 15:03:43

FallingIcicle wrote:
#89

FallingIcicle

Jul 16, 2014 15:16:37

Orethalion wrote:
#90

Orethalion

Jul 16, 2014 15:39:25

FallingIcicle wrote:
#91

FallingIcicle

Jul 16, 2014 17:02:30

Orethalion wrote:
#92

Lawolf

Jul 16, 2014 18:17:33

In the leaked alpha there is a feat that gives you advantage to Con saves for concentration. There is also a feat that gives you +1 Con and proficiency in Con saves. It looks like it won't be that hard to maintain concentration after all. So any spell with a 1 hour duration will be really nice. 

#93

Orethalion

Jul 16, 2014 18:33:48

FallingIcicle wrote:
#94

FallingIcicle

Jul 17, 2014 3:01:54

Orethalion wrote:
#95

Caliburn101.

Jul 17, 2014 4:10:12

Lawolf wrote:
#96

Psikerlord

Jul 17, 2014 5:01:54

Lawolf wrote:
#97

1eejit

Jul 17, 2014 5:37:25

If there is a leaked alpha PHB this wouldn't be a place for discussing (let alone sharing) it.

 

However I would not be at all surprised if feats similar to what Lawolf describes do exist in the PHB when it is released.

#98

Orethalion

Jul 17, 2014 6:35:49

FallingIcicle wrote:
#99

Orethalion

Jul 17, 2014 6:38:02

1eejit wrote:
(Reply to #99)

1eejit

Orethalion wrote:
#101

Orethalion

Jul 17, 2014 7:09:26

1eejit wrote:
#102

Lawolf

Jul 17, 2014 7:11:12

Orethalion wrote:
#103

UYtrdennis

Jul 17, 2014 7:22:06

Lawolf wrote:
#104

Lawolf

Jul 17, 2014 8:00:42

UYtrdennis wrote:
#105

Ahglock

Jul 17, 2014 15:39:52

FallingIcicle wrote:
#106

FallingIcicle

Jul 17, 2014 15:50:00

Orethalion wrote:
#107

FallingIcicle

Jul 17, 2014 15:46:06

Ahglock wrote:
#108

ChrisCarlson

Jul 17, 2014 15:53:46

FallingIcicle wrote:
#109

FallingIcicle

Jul 17, 2014 21:49:46

Orethalion wrote:
#110

FallingIcicle

Jul 17, 2014 16:08:12

ChrisCarlson wrote:
#111

ChrisCarlson

Jul 17, 2014 16:16:49

FallingIcicle wrote:
#112

Lawolf

Jul 17, 2014 16:27:54

Couldn't the argument be made that clerics have powerful buff spells while wizards do not. 

 

P.S. I still think you grisly underestimate the potential power of the magic weapon spell cast by a paladin, eldritch knight, valor bard, or blade pact warlock. Also abjuration wizards are great at casting concentration spells as they get 2x level +Int mod as a damage shield. This means that until their damage shield is depleted, they don't need to make concentration saves. 

#113

FallingIcicle

Jul 17, 2014 17:39:40

ChrisCarlson wrote:
#114

Lawolf

Jul 17, 2014 17:43:50

FallingIcicle wrote:
#115

FallingIcicle

Jul 17, 2014 17:58:06

Lawolf wrote:
#116

Orethalion

Jul 18, 2014 6:28:28

FallingIcicle wrote:
#117

Orethalion

Jul 18, 2014 6:32:24

FallingIcicle wrote:
#118

abanathie

Jul 18, 2014 9:41:45

Magic weapon allows you to bypass resistance to normal weapons; bless just gives a bonus.  That's a major difference; although, I can see it being less important if a group never runs into weapon resistance creatures.  Is it enough to justify the level and apparent "power" difference between the spells?  Up to you.  But Magic Weapon does fulfill a role separate from Bless, even if that role isn't what you want...

#119

Karnos

Jul 18, 2014 10:49:40

Lawolf wrote:
#120

FallingIcicle

Jul 18, 2014 13:36:44

Orethalion wrote:
#121

Orethalion

Jul 18, 2014 13:41:40

FallingIcicle wrote:
#122

FallingIcicle

Jul 18, 2014 14:04:04

Orethalion wrote:
#123

ChrisCarlson

Jul 18, 2014 14:07:12

FallingIcicle wrote:
#124

FallingIcicle

Jul 18, 2014 14:09:11

ChrisCarlson wrote:
#125

ChrisCarlson

Jul 18, 2014 14:15:46

FallingIcicle wrote:
#126

Orethalion

Jul 18, 2014 14:19:26

FallingIcicle wrote:
#127

FallingIcicle

Jul 18, 2014 14:22:48

ChrisCarlson wrote:
#128

ChrisCarlson

Jul 18, 2014 14:30:10

FallingIcicle wrote:
#129

Orethalion

Jul 18, 2014 14:32:13

FallingIcicle wrote:
#130

1eejit

Jul 18, 2014 14:45:08

Ok, but that circumstance is going to be far more rare than the very reliable Guiding Bolt.

#131

FallingIcicle

Jul 18, 2014 14:54:10

Orethalion wrote:
#132

Orethalion

Jul 18, 2014 14:57:28

1eejit wrote:
#133

Orethalion

Jul 18, 2014 15:05:38

FallingIcicle wrote:
#134

FallingIcicle

Jul 18, 2014 15:08:09

ChrisCarlson wrote:
#135

FallingIcicle

Jul 18, 2014 15:17:51

Orethalion wrote:
#136

Orethalion

Jul 18, 2014 15:22:01

FallingIcicle wrote:
#137

Psikerlord

Jul 18, 2014 21:30:12

 

magic weapon is for when the monster has resistance againt non-magical weapons, some examples of which are in the starter set.

#138

demon_idol

Jul 18, 2014 23:46:57

The cool thing about the 5e magic system (at least for clerics and wizards), is that you can prepare a spell that is very circumstantial in utility without having to sacrafice a casting slot in doing so. It makes preparing spells both easier, and more insteresting. Its easier, because you don't have to weigh the probablility of the spell being used vs. the value of the slot the spell is taking up. Its more interesting because now you are only considering the various circumstances you are likely to encounter and which spells may have utility in those circumstances, and that is fun, because you get try to out think fate/the DM.

 

So, my wizard might prepare magic weapon on the chance that the tomb contains a wight (just guessing that wights require magic weapons to hit them), but if it doesn't, or no big deal. I will just use those slots to cast some other spell.

#139

Orethalion

Jul 19, 2014 8:11:47

Psikerlord wrote: