D&D 5E concentration in 5th edition, whats my fix?

CapnZapp

Legend
In the other thread, none of the poll option were really workable, and then the the thread become just a "lets pat on each other's backs for running the game as written" thing.

So I started a new thread to give my reply.

First off, I am not changing the rule. Not really. The rule is still there.

Just opening up the possibility to find exceptions to the rule.

The key is to not create any generic exceptions - where the spellcaster can choose himself which spells to not-concentrate on - that's WAY too overpowered.

Instead the observation is that there are A LOT of mediocre or even outright shoddy magic items and spells in the game.

And that many of these would become interesting or outright desirable if the concentration requirement were waivered.

THOSE effects are what you want to add to your game.

For instance, an uncommon item could be found in a very rare alternative form but with no Concentration.

Or you could find a scroll with a spell every guide says is red or pink... and in this version it doesn't require Concentration. The spell maybe doesn't become gold or sky blue, but might still be used on occasion by that character.

Or a high-level NPC spellcaster could "cheat" and cast a certain spell even though her tactics depend on using another concentration spell at the same time.
 

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I like the premise of this thread, since it's talking about improving spells with 'Out-Of-The-Box' solutions like making magic items that might enhance spells in certain ways. But I think the title of this thread is misleading / almost flame bait from the other thread.
 

I would tweak it as some spells do not need concentration. Dancing lights for example.
Don't do it man, next thing you know the wizard will be constantly surrounded by 40 dancing lights. BROKE

But generally yes, removing the concentration requirement from spells that you don't think need it seems like a good way to go.
 

A few ideas.

1: Increase the spell level. Several spells already have a high level varient that doesn't take concentration. Mass suggestions, foresight, force cage for example. Overall it seems to be about 2 levels worth.
So "Greater Hold Person" could be a level 4 spell.

2: Combine spells. Similarly, some higher level spells are combinations of lower level spells. Investure of wind is warding wind + flight + gust, as 1 spell.
Like combine bless + bane = steal luck.
Or web + zone of truth = web of truth... because... i don't know. Just seems cool. (possibly from wonder woman)
Was there some particular spells you had in mind?

3: Magic items, as you suggest. Some already do this. Ring of invisibility turns you invisible without concentration but requires attunement instead. Seems fine to make others like that.

4: Potions: Same as magic items, but more limited. There is a potion of invisibility, without concentration.

5: Shared concentration: Your fighter isn't concentrating on anything, seems like he could. Possibly as a level 2 spell, bonus action when you cast a spell. Requiring matching rings with 50GP each, that you and the target need to wear. Could be a good reason for BBEG to keep minions around, and lead to an interesting battle, when the minion concentrating on flight runs one way and the minion concentration on invisbility runs the other...
 

I think a good option is to allow a spell cast with a higher level spell slot to do away with concentration. It could an option when upcasting a spell, like hold person increases the number of targets but when cast with a 4th level slot, you can choose to treat it as if cast at 1 or 2 slots lower without the need for concentration.

Sent from my [device_name] using EN World mobile app
 

I think concentration is necessary but the number and type of the lower level spells that require concentration is just over the top. Dancing lights shouldnt require concentration. Either remove the requirement for some lower level spells or, rather than upcasting spells, id rather give the ability for 7th level casters to ignore concentration for first level spells, at 11th level to ignore concentration for second level spells etc (or some other progression).
 

Spells are so different from each other. To generalize concentration by spell level doesnt work.

The approach of this thread, to spot check each spell to see if it really requires concentration, seems the best way to go.
 

One idea here.

Let a full caster concentrate on one offensive spell, one defensive spell, and utilitarian spell at the same time. A half caster can concentrate on any two of the three at one time. Finally, a minor caster can concentrate on a single spell at once just like concentration allows now.
 


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