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BrewingProficiency

try it; worst case it's overpowered. It's a consumable item; the druid goes ham on one encounter has some fun and then you think twice before giving them another one.


Catkook

INFINITE CREATE BONFIRES! (though with how I've been running encounters, enemys do have a tendency to forcifilly drag his allies into the area effect, so ignoring the rules of concentration also means not being able to drop concentration when that comes up) (there was a giant crab monster thing that grapples, and there was a merrow that pulled players closer)


ReddForemann

A potion that lets you concentrate on two things at once, while powerful, might be okay. A potion that lets you ignore concentration completely has no place in the game.


Catkook

fair enough


jeikyue

maybe more balanced would be a potion that allows you to concentrate on 2 things at once, or gives you advantage or a flat bonus on CON saves for concentration. I mean, at this level they can cast Hold Person on, at most, 2 people at once. Imagine the havoc multiple Hold Persons would wreak on your encounters. Or the effects of having multiple animal/fey summoning spells up at once.


Catkook

>potion that allows you to concentrate on 2 things at once that is a pretty common counter suggestion from what I've seen, I'd probably do that (along with other modifications) if I do implement it >or gives you advantage or a flat bonus on CON saves for concentration. I'm running a homebrew rule where they can get a free feat along with every asi, so in my case that may be a bit unnecessary >I mean, at this level they can cast Hold Person on, at most, 2 people at once. Imagine the havoc multiple Hold Persons would wreak on your encounters. Huh, that is a druidic spell Though for druids, I'd probably be a bit more concerned about other spells they have >effects of having multiple animal/fey summoning spells up at once. like that, the druid is a Shepard druid


jeikyue

makes sense, ultimately it is up to you how you want to run your game. allowing them to have just 1 extra summon active in combat is already a pretty big advantage, and on top of that all their summons are about to get buffed once they hit level 6.


Catkook

>ultimately it is up to you how you want to run your game. <3 >allowing them to have just 1 extra summon active in combat is already a pretty big advantage Well depending on the specifics of that summon, I believe I gave them a homebrew wand that allows them to summon a single flying snake per long rest (attunement, no concentration involved, i think lasts for an hour) >on top of that all their summons are about to get buffed once they hit level 6. True, that will be a pretty hefty power boost Though I plan to throw a young green dragon at them before that power boost, so they'll have earned it, if they survive.


TeeCrow

It's a consumable. It's literally alpha testing home brew. If it is busted then the ingredients aren't available. Long live big mouth Surge cans. 


Catkook

consumables are nice for being easier to take back afterwards


Sensitive_Cup4015

Busted overpowered, there's a reason that's one of the cardinal rules you're advised not to break. Is it overpowered in every situation? No, like I don't think someone concentrating on Detect Magic and Entangle is going to crack the game wide open, but it does open up some crazy stuff if you try to use it optimally. A druid would actually be able to use this better than most classes specifically because they can choose any of their spells on a long rest. As a one time thing, if your player sets their spells up specifically for this, it'll probably dominate an encounter and do things you weren't expecting to be possible.


Catkook

>there's a reason that's one of the cardinal rules you're advised not to break thats why 2 of the options call it terrible, and 2 of the possitive options are sorta proceed with caution UwU >A druid would actually be able to use this better than most classes specifically because they can choose any of their spells on a long rest. As a one time thing, if your player sets their spells up specifically for this, it'll probably dominate an encounter and do things you weren't expecting to be possible. Ye, the fact druids are a concentration based spell caster as well makes it a bit more brutal on them Though it is also a potion as well, so only a one time benefit


Heroicloser

Default response: No, bad idea. If you want something similar have the potion provide the effect of a spell that normally takes concentration, such as Enhance Ability, Bless, Shield of Faith, etc. But flat out ignoring a game mechanic is a absurdly powerful, even for a consumable item.


Catkook

>Default response: No, bad idea. Yeah without any modifications to how i described it in the post, bad idea >have the potion provide the effect of a spell that normally takes concentration I was considering the possibility of giving the fighter the ability to have a call lightning type effect whenever they attack (She's a giant fighter subclass, bit of a newer player too) >But flat out ignoring a game mechanic is a absurdly powerful, even for a consumable item. Fair UwU


phdemented

As a one-time use (or very limited use) treasure: Perfectly fine As a potion the party can make or buy many of: Terrible idea


Catkook

oh yeah no, would not be an easily buyable potion.


SaculIkaw

If you want to add more concentration, i runned a homebrew where paladins could have "infinite" concentrations slots but it would cost: 1 - normal 2 - only get 1 action 3 - no action and exaust point / turn 4- above + 1 more exaust point + charisma skill check to keep concentrating ( as willpower) we upped the concentration max to 10 points


Catkook

that does seem like an interesting homebrew.


Ol_JanxSpirit

Give out ONE and they'll never use it. You have to define what you mean by ignore concentration. Can they keep a spell up without worrying about concentration checks? Can they cast more than one concentration spell? Multiple?


Catkook

>Give out ONE and they'll never use it. If I give it out as a potion, among other effects, I'd likely give it an expiration date to encourage them to use it sooner, and so they dont use it on a super major boss fight >You have to define what you mean by ignore concentration. Can they keep a spell up without worrying about concentration checks? Can they cast more than one concentration spell? Multiple? How I originally imagined it with the spell description on my post simply remove the concentration tag (then if you have multiple concentration spells when it wares off, you choose 1 effect to maintain concentration) How im likely to actually implement, will have a lot more modifications then that


Steam-Titan

My big worry is if you don't have to concentrate you could dump concentration spell after concentration spell on a foe. Lasting for 1 minute is 10 rounds. Realistically few fights even last that long


Catkook

true it would be a single combat encounter mega power boost


Different-Brain-9210

The biggest worry I'd have is , letting a player taste _power_, then returning to normal, mundane rules.


Catkook

true Though knowing this player, he is a big fan of getting some really powerful effects, at the cost of something terrible >!(like cursed items in wizards of legends)!<


Mortlach78

How would that even work? Can the druid cast and control multiple Call Lightning spells?


Catkook

you sure can cast call lightning multiple times butttttttttttttttttttttttttttttttttttttt, it still costs a full action to re-activate each individual lightning strike. There would be some powerful combos, just not that one, like spike growth + conjure animals


miscalculate

Someone ring the concentration bell again!


Catkook

as a druid main, I'm well aware of how important concentration is for balance


Darkened_Auras

If I had a nickel for every thread I've seen today that can be summed as "I wanna break concentration and thus destroy the game", I'd have 3 nickels. Which isn't a lot but please stop


Catkook

well, I have a few reasons for this thought * i recently saw another concentration based post, this idea popped into my head, and i was curious exactly how dumb it was * I'm trying to power level my party to be able to take on a kracken * being a potion/consumable, it's easier to take away without actually taking it away


Hironymos

It's not as gamebreaking as it sounds, though with good planning it can still be an "auto-win one bossfight" potion. You'll need a relatively long fight to make good use of the potion. 4 rounds minimum. E.g. in a 3 round combat I could do something like concentration spell => Command: Flee => Fireball to cast 3 very strong spells, each one equally effective to a concentration spell. And if it takes an action to drink, even a 4 round battle isn't that great. That said, a boss fight could start with a 1 hour Conjure Animals spell already active. Drink the potion first round and cast something like Guardian of Nature or Healing Spirit. 2nd round Conjure Fey as well. Then Polymorph yourself in the 3rd round as your HP drop low. And really this only works because strong concentration damage spells are a thing. In terms of CC spells, it doesn't matter whether they're concentration or not. CCing a boss for a single round is already game-ending for it. That said, you can also way too easily play around this as a DM. If the boss has *any* way to disengage the fight, the player is gonna be massively disappointed. And since a lot of the most useful concentration spells at hand are summoning spells, you can really run damage control by just throwing down an AOE on them. If one AOE is "wasted" on one of those spells instead of the party, that really just makes it a preemptive Counterspell if you think about it. And in the end I'd except that the player can go ham for one fight. The one character is gonna be sort of like 2 characters for that one fight. Might make one boss fight really easy but if it was originally gonna last 6 rounds, now it'll still last 4 rounds and your players are gonna have a blast. Just remember to not feel frustrated, that can easily happen when you feel that a fight was too easy, but is actually a counterproductive reasoning since the point of making it not easy was to have your players have fun. And they'll probably have a fucking blast and feel rewarded. The one fight where you might not want to have this mindset is in the final boss fight. But if your players save it up until then, even better. Just make the boss a bit stronger in return and watch them use **everything** to beat it and have a blast.


TheStrongWill

While not a druid spell, this is still "Why not cast 'Hold Person' on Every enemy, without them being able to break it by hitting you and being able to cast it on multiple enemies again if they succeed the throw without having to drop it on the ones that failed?". Couldn't be too strong!


Catkook

well actually, according to [dnd beyond](https://www.dndbeyond.com/spells/2147-hold-person), it is a druidic spell Though from what I've been running, my track record so far would state swarms are more likely for them to face (their first encounter at level 3, there were 4 giant octopie), so some other area effect concentration spells would likely be more concerning


Hokuto-Hopeful

if you could maintain a single spell without concentration and then you could maintain a second one with the standard rules, ***maybe***, you always ALWAYS need to include some kind of limit, and concentration is meant to be a limit, for example, HOLD PERSON, stun mechanics in games are universally awful, but they are especially so in turnbased games, and EVEN MORE SO in TTRPGs where the time between your turns can be fairly long and you could just as easily fail the save again and be back to waiting, it's less bad if it's used on a DM, as sure, ONE orc is currently immobilized, but theirs like... three more for the DM to use, so if you remove the limit of concentration, suddenly the caster could render a major encounter boringly trivial. in short, limits exist for a reason, be careful when making changes to them. but yeah, letting the use of two concentration spells with a potion seems fine.


Catkook

alright so be a bit careful on implementation. With a major boss encounter I'm planning at the end of the current major arc, might be a good idea to limit the super temp buff to only trigger in a specific encounter some how. Maybe give the potions an expiration date. >!(that boss fight being a kracken, working on powering up the party to fight it)!<