D&D (2024) Removing Concentration

Yeah, it's one of those things that is a fairly core component of balance at this point. It would not take much for martials to get completely outclassed in such a game.


I know Spiritual Weapon is now Concentration. I would assume that there were other tweaks as well.
I think there might be one way to change concentration in such a way that it would actually benefit martials, though.

One problem concentration has is that it forces casters to be stingy with spells, unless those spells are instant. Since they can only maintain one spell they need to cast spells that have as much impact as possible.

Concentrate is fine on control spells, but makes buff spells too expensive, and I think we want to encourage buffing other people. So my proposal is to remove concentration from all buff spells and replace that with a limitation on the number of buffs per target. Instead of a wizard only being able to maintain a single buff on a target, make it so that a character can only benefit from a single buff at a time.

This means that the wizard cannot stack self buffs, but they can maintain a single self buff and maintain buffs on other characters.

Edit: I'm not sure if this is actually a good idea, but I have played through one campaign as a martial levels 1-11 and I noticed that all casters preferred to cast a single self buff and maintain that over buffing someone else.
 
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Concentrate is fine on control spells, but makes buff spells too expensive, and I think we want to encourage buffing other people. So my proposal is to remove concentration from all buff spells and replace that with a limitation on the number of buffs per target. Instead of a wizard only being able to maintain a single buff on a target, make it so that a character can only benefit from a single buff at a time.
You could shift the burden so that the target has to maintain concentration on the buff instead of the caster.
 

If your DM removed concentration, but was very rigid and on top of spell durations, what spells would you abuse? What combos would you be concerned about?
My once-and-future 5e DM would never do this, but if by some insane fluke he did, let's check the list, shall we? Bolded ones are the particularly nice examples--reserved for things that you'd be especially likely to roll Concentration checks for keeping, or things that would be super nice to be able to have on multiple targets at once. Trying to stick to only spells that have been updated for 5.5e, but a few non-5.5e spells will probably slip through.

Cantrips: blade ward, guidance, resistance
1st level: bane, bless, faerie fire, heroism, hex, hunter's mark, shield of faith, witch bolt
2nd level: alter self, blur, dragon's breath, enhance ability, enlarge/reduce, flame blade, flaming sphere, heat metal, invisibility, moonbeam, pass without trace, shining smite, silence, spider climb, spike growth, spiritual weapon, suggestion
3rd level: aura of vitality, beacon of hope, call lightning, crusader's mantle, elemental weapon, fly, haste, slow, spirit guardians, vampiric touch, various summons
4th level: aura of purity, banishment, conjure minor elementals, conjure woodland beings, Evard's black tentacles, fount of moonlight, greater invisibility(!!!), guardian of nature (not 5.5e, but powerful), polymorph, various summons
5th level: circle of power, conjure elemental, various summons

Past that, you're only getting one use of the spell per day in most cases anyway, so it's less about "abuse" and more just...making sure the spell lasts its full duration. 2nd level probably has the most spells in it that matter, but 3rd is where the real powerhouse spells are in most cases, though enhance ability and enlarge/reduce are obviously really good, and a concentration-free greater invisibility is probably the single strongest cheese-able spell mentioned above. Pair that with enhance ability Dexterity and pass without trace, and you basically have 100% guaranteed "no one can detect me" powers. (For reference, that's guaranteed advantage on Dex checks, +10 to Stealth checks, and invisibility that can't be broken by taking actions. Like the shadow of the wind, you shall be.)
 

Without concentration, Banishment is permanent.
Only for the 10 rounds it lasts. Which, admittedly, is still quite good! I included it on my list above, with bold, for that very reason.

It only becomes 100% permanent if the target was of the various interplanar being categories listed in the spell's description.

Until they run back.
I mean, it will take them at least 8 hours to return to where they were. After 16 hours, I would think the party would have moved on, and that enemy would be...y'know...not particularly inclined to face them again.

This isn't a total non-issue, mind. For example, if you're trying to be super-stealthy, leaving a witness who can return to their masters and report? Not great. But banishment wouldn't help with that either unless the target was, as noted, a particular category of being. Since goblins are now (mostly...ish...) classified as fey, for example, this would work to permanently eject said goblin from the mortal world. But against an orc, a human, a zombie, or various other things? The effect would simply return that creature to its original space (or the closest unoccupied space, if the original one is occupied) after 60 seconds. I'd say 16+ hours of being-got-rid-of is better in that context.
 

I think there might be one way to change concentration in such a way that it would actually benefit martials, though.

One problem concentration has is that it forces casters to be stingy with spells, unless those spells are instant. Since they can only maintain one spell they need to cast spells that have as much impact as possible.

Concentrate is fine on control spells, but makes buff spells too expensive, and I think we want to encourage buffing other people. So my proposal is to remove concentration from all buff spells and replace that with a limitation on the number of buffs per target. Instead of a wizard only being able to maintain a single buff on a target, make it so that a character can only benefit from a single buff at a time.

This means that the wizard cannot stack self buffs, but they can maintain a single self buff and maintain buffs on other characters.

Edit: I'm not sure if this is actually a good idea, but I have played through one campaign as a martial levels 1-11 and I noticed that all casters preferred to cast a single self buff and maintain that over buffing someone else.
Hmmm...if I were tasked with removing concentration (and again, I think doing so within the context of the current edition of D&D is not feasible), I think the trick would be to make the durations of spells much shorter, and reduce the wizard's HP back to d4. Even a spell that just lasts a minute is an eternity in D&D combat rounds.
 

I've been experimenting with altering the concentration requirements in my current campaign.

The reason is that the way it's currently setup means a lot of potentially interesting spells never get used, because you have save your concentration works for only the best of the best spells. (And my players don't even super-optimize!)

First I made sure I understood what concentration was doing. It covers 2 different things:

1) It prevents the hassle of pre-buffing the party with lots of long duration spells. If you've played any 3e, or most D&D video games of 2e-3e, you are very familiar with this issue.

2) It allows for spells to have end conditions, so debuffs are escapable, and buffs can be overcome.

These considerations--especially the second one--apply to both the PC and opponent side of the battle. So they aren't about party vs foes balance, but about spellcasting versus anything else. That being said, I have other ways of boosting non-caster PCs, and my veteran group has rarely (and by that I mean never that I recall) had a problem with feeling that non-casters are overshadowed. I know that will sound mind-boggling to some of you, but it's not unusual amongst groups that accept that the world-changing non-combat stuff in D&D is exclusively for caster classes, and don't involve dedicated optimizers treating character building as a mini-game to be won. In that context, I'm not be afraid of experimenting with things that might boost spells a bit, and also quite interested in threads like this to see potential issues I haven't seen.

On to my experimental rules.

A) In the case of spells with a 1 minute duration, issue #1 is completely irrelevant. Outside of an occasional ambush situation, pre-buffing is not a thing, so you will typically only have the spells up you cast during combat itself. Even in ambush situations, you are limited by the ticking clock duration (and your number of spell slots in adventuring days where you expect more than one battle).

Therefore, experimental rule A is (brace yourself): You can concentrate on any number of spells with a duration of 1 minute or less.

Part of the logic here is also that the opportunity cost of casting concentration spells in combat is competing with other spells. Sure, you can spend 2 rounds of the average 3 round combat setting up buffs and debuffs, but those are rounds you aren't casting fireball, and for each round after the first a spell with a duration becomes less powerful, since its potential duration is less. I'm very interested in seeing how this works in practice.

B) When you make a concentration save, it applies first to the spell with the shortest remaining duration. If you succeed, stop rolling regardless of how many other spells you are concentrating on. If you fail, lose concentration on that spell and roll for the next. Repeat until you succeed or are no longer concentrating on any spells.

This one took quite a bit of thought. I didn't want a single failed save to eliminate all spells (although I think that method would work fine with my other rules, and is a potential change I could make if they turn out to be overly strong). I also didn't want a save to be made for every spell on every instance of damage, because that would be a hassle. I set this as the spell with the shortest remaining duration, because it prevents you from being able to set up a "buffer spell" that you don't care losing concentration on. You just can't reasonably plan that with a longer duration spell, which means that it will almost always be the first concentration spell you cast in a combat (ie, the most impactful one) that is subject to the first save.

C) When it comes to how many longer than 1 minute duration spells you can concentrate on, I initially tried only 1. However, that proved unsatisfying in play, as there were more bread and butter spells with longer durations than I was expecting. I spent a good deal of thought coming up with alternate rules, some of them I really liked, bt added complexity. The one I'm currently experimenting with is: You can concentrate on no more than 2 spells with a duration of longer than 1 minute.

These spells are subject to rule B just like any other.

It's simple, but I think, given the other considerations of play (limited spell slots in 5e, concentration saves), it should handle consideration #1.

D) Finally (although I actually did this part first), I did a comprehensive analysis of which spells did and did not require concentration. After I figured out what basic rules they seemed to be following, I decided to make a few changes, which meant some (not actually a huge number) of spells lost their concentration requirement. This included some debuff spells that both had concentration and allowed a free save to end at the end of each of your turns. I generally removed the requirement on spells with an effect up to and including incapacitation. Spells with a greater effect (such as ones that turned the target against their allies, made them act randomly, etc) retained concentration. I also removed concentration on a select few buff spells that were so weak they were never taken, and seemed in line with similar 2024 removals. I removed concentration on some area effect spells, but never any that caused ongoing unavoidable damage.

These changes targeted spells that were still just not something my players ever wanted to use, because they felt they weren't worth it, and my other rules didn't really fix it.

So, assuming things work out as I hope (we'll see!) the outcome should be that just about every spell in the game that isn't just straight up too weak (and when I see those I try to fix them individually) should be a good option to take. Payers new and old should be able to just pick a spell that seems cool based on the non-mechanical description and not end up taking a trap options that will weaken their character. Some spells will still remain a bit more powerful (perfectly balancing every spell is impossible) and/or generally useful, but the fact that you aren't limited to picking just one to concentrate on, and that the balance between them has been improved (I run 2014, but adopted a lot of the 2024 spell rebalances) should make almost all spells good choices that can actually get used by players with experience.
 

few solutions for Concentration:

1. you can concentrate on amount of spell levels equal to your highest spell slot you can cast.
I.E. 17th level caster can concentrate on one 9th level spell, nine 1st level spells, 3 3rd level spells or any combination up to 9 levels.
when you lose concentration you lose all spells.

2.
you can have multiple concentration spells cast, but only one is "active".
you can switch "active" spell as a Bonus action.
if a spell requires saving throw, it ends if it's made "inactive"

I.E:
you can cast Fly and Invisibility on yourself.

you can fly when you need to and then switch to invisibility for stealth(without flying) and when you sneak through, continue flying again, but you are again visible.

spell duration is continued normally even when "inactive".

good combo would be ranger switching between Hunter's mark and Pass without trace in between combats.
 

That being said, I have other ways of boosting non-caster PCs, and my veteran group has rarely (and by that I mean never that I recall) had a problem with feeling that non-casters are overshadowed. I know that will sound mind-boggling to some of you, but it's not unusual amongst groups that accept that the world-changing non-combat stuff in D&D is exclusively for caster classes, and don't involve dedicated optimizers treating character building as a mini-game to be won.
The rest of your post is quite thorough and reflects good playtesting practice (which, believe me, I don't say that very often!), but I wanted to pull this part out for comment because it...just comes across as kind of self-contradictory.

On the one hand, you say "my veteran group has [effectively never] had a problem with feeling that non-casters are overshadowed." But then you say "amongst groups that accept that the world-changing non-combat stuff in D&D is exclusively for caster classes".

Like, even apart from the optimization thing and the false dichotomy you've asserted with it, I don't see how those two statements can possibly be reconciled. That is quite literally saying, "My players have accepted that being a non-caster means being overshadowed by the casters." It's not that they don't feel overshadowed--it's that they've decided not to care about it.

So, assuming things work out as I hope (we'll see!) the outcome should be that just about every spell in the game that isn't just straight up too weak (and when I see those I try to fix them individually) should be a good option to take. Payers new and old should be able to just pick a spell that seems cool based on the non-mechanical description and not end up taking a trap options that will weaken their character. Some spells will still remain a bit more powerful (perfectly balancing every spell is impossible) and/or generally useful, but the fact that you aren't limited to picking just one to concentrate on, and that the balance between them has been improved (I run 2014, but adopted a lot of the 2024 spell rebalances) should make almost all spells good choices that can actually get used by players with experience.
Are you intending to do anything equivalent for non-casters?

Because, well, this is a pretty major power-up. Even if your martials don't care about being overshadowed, you've just massively expanded the list of potent, effective spells. While that is a major boon for anyone who wants to use spells, I could certainly see even your group feeling like that's giving a major benefit to casters while doing nothing at all for non-casters. I know you said that this post was about those caster effects, but it would seem reasonable to me to offer something, even if not nearly so dramatic as this power-up, to your non-caster players.
 


I think there might be one way to change concentration in such a way that it would actually benefit martials, though.

One problem concentration has is that it forces casters to be stingy with spells, unless those spells are instant. Since they can only maintain one spell they need to cast spells that have as much impact as possible.

Edit: I'm not sure if this is actually a good idea, but I have played through one campaign as a martial levels 1-11 and I noticed that all casters preferred to cast a single self buff and maintain that over buffing someone else.
Interesting thing is, at tier 3/4 play, those low level buff spells start getting cast on other people again. They become efficient because the melees have more attacks. The casters are less worried about hoarding spell slots, are less concerned about dying in the first fight of the day, are more concerned with keeping the cleric from consuming too many slots on healing and want to save their higher-level Concentration spells for later.

E.g. Heroism on yourself at low levels is how you stay alive with a 14AC and 10hp when the melee has a 19AC and 22hp... but Invisibility is better at keeping yourself alive. But later, when you have 60hp and better AC, Heroism on your 13th level melee avoids 25-30hp and saves the party multiple healing spells/potions and/or an upcast spell.

Bless at low levels is more for the save boost than offense as the damage can be out classed by Guiding Bolt. Then it loses priority for Concentration to spells like Spirit Guardians. But then at tier 4, when +10% of attacks becomes hits and the three PCs get 3-5 attacks each, it almost guarantees 1 extra hit/round. This is much better damage output than Guiding Bolt, and it saves that higher level slot for later.

Which isn't that the caster doesn't use Spirit Guardians, but that during the "scrub chaff" fights it becomes efficient to use concentration melee-buffs to save higher level slots for bigger foes.

And by dint of having more higher level slots in total, the caster can put Invis (or even Improved Invis) on the rogue (or maybe the stealth-challenged Fighter) early in the adventure and still have an Improved Invis they can use in combat to avoid getting squished.
 

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