Originally Posted by Black_Elk
Spells that should be entertaining or thematic for certain characters types, but which just never get used at all after a certain point, because they compete directly with other concentration spells that are just better.

Examples might be a spells like Hex

First off... Wut? Hex is one of the better concentration spells in the game explicitly because it does scale with level. As you get more Eldritch Blast beams (Or extra attacks as whatever form of Bladelock) its power increases, especially given its spell slot efficiency of one per long rest (Provided you don't lose concentration). To say nothing about synergy with Scorching Ray to completely obliterate a single target...

Originally Posted by Black_Elk
Is anyone really going to cast Web over Haste, like ever? heheThe same thing happens at the lvl cap, where eventually even the OP 3rd level concentration spells are totally eclipsed by the 4th/5th level concentration spells, stuff like Hold Monster. At the level cap if the choice is between Globe of Invulnerability and say... Web?

For the most part, the issue isn't so much the power level of higher level spells. But rather the complete and total non-factor that Long Resting is.

As anyone can Long Rest essentially as much as they could ever want and refresh all their spell slots on a whim, there's no real pressure to maximize spell slot usage. So you're free to spam whatever level spell you want. Upcast whatever you want. You're nover forced to use lower level spells because you're out of options.

Unlike TT DnD or other DnD based games (Like WotR), where Long Resting is limited, you have to manage your spell slots more carefully, so utilizing lower level concentration spells can be worthwhile so you have options to use high level non-concentratiion spells like Fireball or Fireball and sometimes even Fireball.

Originally Posted by Black_Elk
Thematic spells like Bless or Barkskin or cool spells like the Flaming Sphere or Flame Blade or Heat Metal, they just lose out to stuff that is more mechanically useful for the concentration requirement.

Yes, in some cases, certain spells have concentration requirements without much reason. They're not particularly noteworthy in power but still have a concentration requirement that just makes them infinitely less usable... Notably things like Barkskin, Web, Phantasmal Force, Vampiric Touch, Divine Favour/Crusader's Mantle, Beacon of Hope, Grasping Vine etc. (Seriously, I can conjure up a huge pile of grease no problem. But a web? No I have to concentrate to ensure that exists...)

Originally Posted by Black_Elk
Anyhow, just an idea. I'm sure I can't be the only one who's pondered this dilemma.

I've pondered having some Wizard subclasses able to concentrate on 2 of their school spells at once (Especially the lackluster subclasses like Illusion...)

But overall, I just gripe at the entire DnD rulings of Concentration. I'm just not a fan of the 2 main forms of Concentration I've experienced with the ruleset. Be it the 2.5e "When casting in melee range you have a concentration check and failing it means an attack of opportunity" (Especially with classes like Magus who's entire existence is based around combining spells and melee attacks) or this 5e "Certain persistent spells require concentration and you can only maintain concentration on one spell at a time"

They've always felt just completely arbitrary and simply there to be annoying or restrictive for no good reason.

I've always felt that if a "Concentration" mechanic was necessary, it would be something involving exceedingly powerful spells with multiple rounds of cast time (For example, Aarau's destroy universe) whereby their cast time would require concentration rolls to continue if attacked, but their payoff is as a result above and beyond your typical spells that you can nonchalantly sling at will. Thus creating a direct risk vs reward scenario, you risk losing concentration and the spell cast (Meaning however many rounds you spent casting it, the spell slot and any materials it required) but for a more potent spell.

Not to mention interesting tactical implications if an ENEMY is casting such a type of powerful spell (Especially when considering character creation. Like, maybe you consider having a highly mobile Rogue/Monk that can easily infiltrate the backlines to try and mess with casters to prevent these spells. Perhaps a game designer incorporates subclasses like PoE2's Mage Slayer subclass for its Barbarian that excels in disrupting spells etc)

But I guess this would mostly only be relevant for Larian's future games that aren't (Loosely) based around the established DnD ruleset...