I mentioned Concentration as part of spell duration last time. I feel it deserves a little discussion.
Concentration means, more or less, what it meant in previous editions: the caster needs to devote some concentration to it. However, like most things in this edition, that actual rules have been simplified and streamlined. Concentration doesn't require the caster to spend actions or make regular checks. But concentration can be broken. Taking damage can force a Constitution saving throw (DC 10 or half the damage taken, which ever is higher). Also, so environmental conditions might force a save at the DMs discretion. However, the other thing that breaks concentration is casting another spell that requires concentration.
This is important. Why? A reading of the spell list in this edition reveals that most buffs (such as my newly acquired enhance ability) and many de-buffs (such as Sandi's hunter's mark) require concentration. This has some interesting implications.
First, it rewards parties that take a variety of ways to buff and de-buff, rather than trusting that duty to one or two characters. Second, it makes "attack the buffer and de-buffer first" an incredibly viable tactic. Third, it adds an incentive to use a higher level slot. For example, enhance ability becomes mass enhance ability when casting using higher level spell slots. Fourth, it means that planning becomes more important. Especially with spells that can potentially last up to an hour or more with concentration. And lastly, it means that concentration no longer ties down the caster so completely.
Those last two appeal to me. Fourth edition was fun, but it was a very "kick-in the door" style system. There was little planning, and indeed very little need for it. And previous editions made it less than appealing for a caster to utilize concentration spells, so they would see little use compared to fire and forget spells.
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