Quick Variant Concentration: How bad?

Post/Author/DateTimePost
#1

Xeviat-DM

Sep 01, 2015 2:07:48

Hey everyone. I'm finally taking the time to really delve into the spells. Last campaign I ran I had to rely upon the players for spell descriptions too much since I wasn't too familiar with them. I got a little used to 4E's bone simple spell descriptions.

 

I've seen long discussons on this board about concentration spells. Too many spells have it, it's too easy to lose, etc. I'm worried that it will be a pain in the neck to remember to call for those saves every time I hit someone. So I started thinking of variants. I like variants.

 

I also like concentration in theory. LImiting the number of buffs or big statuses someone can maintain is nice. But I think 4E might have done it better.

 

So, my quick proposal for a concentration variant is to have concentration spells simply require a bonus action each round to maintain them. Which spells wouldn't this work with (I think it might mess with the balance of the polymorph family)? Mind you, I'm already planning on not requiring a bonus action for two weapon fighting, depending on how some playtests play out, so it won't hurt some characters more than others.

#2

AaronOfBarbaria

Sep 01, 2015 2:26:28
That is an awful variant that requires many spells to be rewritten in order to function at all because they use your bonus action either as their casting time or as means to repeat the spell's effect. As an alternative I suggest this: trust your players to handle their own concentration - the dc is determined by info that is already player-facing, and the condition under which a check is necessary is easy enough for the player to remember without you holding their hand and reminding them.
#3

mellored

Sep 01, 2015 7:26:58

AaronOfBarbaria wrote:
(Reply to #3)

AaronOfBarbaria

mellored wrote:
#5

mellored

Sep 01, 2015 8:31:16

AaronOfBarbaria wrote:
#6

Azzy1974

Sep 01, 2015 11:07:20

I can't really comment on your proposed alternate (other than to say that it seems like it could work), as I'm fine with the Concentration rule as-is. However, I did see something about your post that I wanted to comment on.

 

Xeviat-DM wrote:
(Reply to #6)

Xeviat-DM

Azzy1974 wrote:
#8

TiaNadiezja

Sep 02, 2015 8:36:42
I usually just ignore the damage-disrupts-concentration rule unless a side is specifically trying to use it for tactical advantage. It's a clunky addition to what is otherwise a very fluid buff-limitation mechanic, and penalizes melee casters (most notably paladins and war clerics) disproportionately.
#9

Tempest_Stormwind

Sep 02, 2015 9:40:40
Interesting compromise: devise a concentration threshold, similar to a "passive concentration" idea. Damage under that doesn't require a roll or computing a concentration DC. That's basically what Tia's doing. (I say this as one who likes Concentration as it exists and wouldn't change it. I also suggest a physical token system, such as DM screen tents or a colored stone, to be placed when concentrating and removed when disrupted. Bonus points if the tent includes a summary of what the effect is!)
(Reply to #9)

Ghaliyah

Tempest_Stormwind wrote:
#11

Tempest_Stormwind

Sep 02, 2015 10:49:28

Ghaliyah wrote:
#12

TiaNadiezja

Sep 02, 2015 10:18:17

Tempest_Stormwind wrote:
#13

Tempest_Stormwind

Sep 02, 2015 10:36:22

TiaNadiezja wrote:
#14

TiaNadiezja

Sep 02, 2015 10:54:19

Tempest_Stormwind wrote:
(Reply to #11)

Ghaliyah

Tempest_Stormwind wrote:
#16

Satyrn

Sep 02, 2015 14:34:11

Maybe just require a check when struck by a critical hit?

#17

TiaNadiezja

Sep 02, 2015 15:43:55

Satyrn wrote:
#18

MechaPilot

Sep 02, 2015 16:03:14

TiaNadiezja wrote:
#19

Xeviat-DM

Sep 02, 2015 16:31:18

I think there's a lot of people who wouldn't mind weeding through the concentration spells to adjust them. There's a lot of spells people have called out for not really needing concentration (protection from elements?).