House Rules in DD 5e: Concentration Spells and Their Impact

House Rules in DD 5e: Concentration Spells and Their Impact

When it comes to Dungeons and Dragons 5e (DD 5e), house rules can provide unique and often beneficial additions to the game. One such suggestion is the introduction of allowing additional concentration spells to be sustained using a move or attack action. Let's explore whether such a house rule is feasible and its potential implications.

Introduction of an Additional Concentration Spell

The first house rule I propose is to grant players the ability to sustain an additional concentration spell for a short duration. This can be achieved by specifying a homebrew spell that lasts for about an hour. During this period, the player can maintain concentration on two spells. When casting a higher-level spell, the number of concentration spells can be increased accordingly. However, this must be discussed with the Dungeon Master (DM) to ensure it is balanced and fair for everyone at the table.

While I personally believe this house rule should come with a cost beyond just a move or attack action, the final decision is up to the DM and players. It's important to carefully consider the mechanics and potential abuse of such a rule before implementing it. By setting a reasonable spell slot requirement and adjusting as necessary, the rule can be balanced and enjoyable for all players.

Concentration Checks in DD 2nd Edition

In 2nd Edition DD (DD 2e), concentration checks were implemented for spellcasters who needed to perform actions that might interrupt their spell casting. These checks were often performed through a Spellcraft Skill check, a saving throw, or a Wisdom-based roll to maintain concentration. This made it slightly more challenging for spellcasters to perform multiple tasks during a combat encounter.

However, for divine casters like Clerics and Paladins, the implementation of concentration checks was more lenient. Since their spells are often related to divine intervention rather than the caster's own actions, these divine casters had more leeway when it came to maintaining concentration. As a result, they were often allowed to forgo these checks unless their spells required other actions or effects to be fulfilled.

Impact on Spellcasting in DD 5e

Let's consider a simple spell like Expeditious Retreat. Typically, players might keep this cantrip as a "run away" spell. However, if you allow concentration on a second spell, spellcasters could then combine it with Haste. The result would be a significant increase in mobility, as the spellcaster's base 30 feet movement from Haste, combined with the 60 feet from a bonus action dash using Expeditious Retreat, amounts to 120 feet per round. This kind of combination can lead to interesting and entertaining in-game scenarios.

A more serious concern, however, is the potential misuse of this house rule. For example, a Druid might summon a large number of creatures with Summon Beast to overwhelm the battlefield. While this can make for a fun and chaotic encounter, it could also lead to a grinding of the game if not properly balanced.

Given the potential for players to abuse such house rules, it's essential to sit down with the rulebook and carefully consider the impact on the overall game mechanics. Addressing potential overpowered strategies and finding a balance that benefits all players is crucial before implementing any new house rules.

By keeping these points in mind, you can ensure that your house rules enhance the game experience rather than degrading it. Always communicate openly with your DM and fellow players to achieve a fair and enjoyable gaming environment.

In conclusion, while allowing players to sustain an additional concentration spell for a short duration is an intriguing house rule, it requires careful consideration and balancing. Whether you decide to implement this rule or a variation of it, it's important to maintain a focus on fairness and fun for all participants.