I'm considering a house rule that will allow a player to cast a spell that requires concentration while already concentrating on a spell. The player would have to end one of the two spells at the end of their turn.
What would you guess are the most broken spell combinations with this rule in place? Thanks.
I'm considering a house rule that will allow a player to cast a spell that requires concentration while already concentrating on a spell. The player would have to end one of the two spells at the end of their turn.
What would you guess are the most broken spell combinations with this rule in place? Thanks.
while with just one round not much i can thing of other any 2 of the same spell (especially double haste just a turn of that is nasty)
I wouldn't allow two of the same spell unless I'm running an even more bonkers game than I plan to. I mentioned this potential house rule to my players and one of them immediately got a very evil look. I'm trying to figure out what he can do that's an order of magnitude worse than mind sliver + quickened spell.
There is a lot of abuse potential with higher-level spells. I have floated the idea of a legendary item that offers this to my group and one of the stipulations we came up with was that the combined levels of the two spells should be capped. Something around half the PC's level feels about right to me.
We didn't force one of the spells to end, but we did add a reduction in movement and psychic damage (that does not cause concentration checks, cannot be resisted, and greatly increases the longer you're doubly concentrating) - the old nosebleed-as-you're-exerting-your-mental-powers thing. It was punishing enough that doing this for more than 2 rounds would put you at significant risk. I prefer this kind of approach over a hard limit because it gives the PC a dramatic choice and really gives a feel of pulling out all the stops. It's less "you can only go this far" and more "how much are you willing to risk?"
At any rate, we have not been able to playtest it so I can't say that it's not game-breaking even with these restrictions in place. It has a lot of potential and I'm sure the right combos are very powerful.
There is a lot of abuse potential with higher-level spells. I have floated the idea of a legendary item that offers this to my group and one of the stipulations we came up with was that the combined levels of the two spells should be capped. Something around half the PC's level feels about right to me.
We didn't force one of the spells to end, but we did add a reduction in movement and psychic damage (that does not cause concentration checks, cannot be resisted, and greatly increases the longer you're doubly concentrating) - the old nosebleed-as-you're-exerting-your-mental-powers thing. It was punishing enough that doing this for more than 2 rounds would put you at significant risk. I prefer this kind of approach over a hard limit because it gives the PC a dramatic choice and really gives a feel of pulling out all the stops. It's less "you can only go this far" and more "how much are you willing to risk?"
At any rate, we have not been able to playtest it so I can't say that it's not game-breaking even with these restrictions in place. It has a lot of potential and I'm sure the right combos are very powerful.
Giving out an item to test the homebrew might be a good idea. Have it be a one or three time(s) use that grants the power. See how it goes.
Hi all,
I'm considering a house rule that will allow a player to cast a spell that requires concentration while already concentrating on a spell. The player would have to end one of the two spells at the end of their turn.
What would you guess are the most broken spell combinations with this rule in place? Thanks.
while with just one round not much i can thing of other any 2 of the same spell (especially double haste just a turn of that is nasty)
congrats you balanced double concentration
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lol let's not go overboard here. :)
I wouldn't allow two of the same spell unless I'm running an even more bonkers game than I plan to. I mentioned this potential house rule to my players and one of them immediately got a very evil look. I'm trying to figure out what he can do that's an order of magnitude worse than mind sliver + quickened spell.
There is a lot of abuse potential with higher-level spells. I have floated the idea of a legendary item that offers this to my group and one of the stipulations we came up with was that the combined levels of the two spells should be capped. Something around half the PC's level feels about right to me.
We didn't force one of the spells to end, but we did add a reduction in movement and psychic damage (that does not cause concentration checks, cannot be resisted, and greatly increases the longer you're doubly concentrating) - the old nosebleed-as-you're-exerting-your-mental-powers thing. It was punishing enough that doing this for more than 2 rounds would put you at significant risk. I prefer this kind of approach over a hard limit because it gives the PC a dramatic choice and really gives a feel of pulling out all the stops. It's less "you can only go this far" and more "how much are you willing to risk?"
At any rate, we have not been able to playtest it so I can't say that it's not game-breaking even with these restrictions in place. It has a lot of potential and I'm sure the right combos are very powerful.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Giving out an item to test the homebrew might be a good idea. Have it be a one or three time(s) use that grants the power. See how it goes.