Author Topic: Concentration Rewrite [D&D 3.5, Skill]  (Read 9321 times)

Offline Ziegander

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Concentration Rewrite [D&D 3.5, Skill]
« on: December 22, 2011, 04:46:07 PM »
Concentration (Con)

Concentrate
While performing any action that requires your full attention you must make a Concentration check to concentrate on your work. Such actions include casting a spell, maintaining an ongoing spell, or using a skill or other ability that would provoke an attack of opportunity. The base check DC is 15, and unless distracted or in peril, you may Take 10 on this check. The base DC of this check may be increased for a variety of reasons.

If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the action is lost, but the spell slot is not. If you were concentrating on an active spell, the spell abruptly ends. A skill use also fails, and in some cases a failed skill check may have additional consequences.

  • A minor distraction (chirping birds) does not increase the DC, but a lesser one (horse riding) increases it by +2. A real distraction (rowdy mead hall) increases the DC by +5, a greater distraction (grappled) by +10, and an impossible distraction by +20.

    A creature may attempt to concentrate on more than one thing at a time. For each action a creature concentrates on beyond the first increase its level of distraction from minor to lesser to real to greater to a maximum of impossible (+20 to DC).

    The base DC to concentrate on a spell increases by twice the spell's level (17 for 1st level spells, 19 for 2nd level, 21 for 3rd level, etc).

    When a creature is dealt hit point or ability damage the DC of that creature's checks made to concentrate on its actions increases by the amount of damage dealt. If the creature is dealt damage more than once in a round the increased DC to concentrate on its actions stacks.

    A creature that fails a saving throw in the middle of concentrating on an action, or actions, automatically fails to concentrate on that action(s).

    A creature that loses consciousness or dies automatically fails all Concentration checks made to concentrate on its actions until it is resuscitated.

    Action
    None. Concentrating on an action takes no action of itself; it is either not an action (when attempted reactively) or part of another action (when attempted actively).

    Try Again
    Yes, though a success doesn’t cancel the effect of a previous failure, such as the failure of a skill check or the disruption of a spell you were concentrating on.
Trained Uses
The following uses of the Concentration skill require ranks in the skill.

Become Focused (1 rank)
Any character with at least 1 rank in Concentration may attempt a DC 15 Concentration check to become Focused. When a character is Focused he gains a +2 bonus to Concentration checks and may expend his Focus to "Take 15" on any skill check. A character that is Focused can also benefit from many different feats, either by maintaining his Focus or expending it (see next post). Once a character is Focused, he remains Focused until he expends his Focus, becomes unconscious, or goes to sleep (or enter a meditative trance, in the case of Elves), or until he fails another Concentration skill check by 5 or more.

Becoming Focused requires a full-round action and provokes attacks of opportunity. A character can gain and regain his Focus any number of times in a day. A character that attempts to become Focused and fails must clear his mind and cannot make another attempt for 1 hour.

A character may not Take 10 to attempt to Become Focused, and if a character is distracted or in peril (see Concentrate above) the DC to Become Focused may increase dramatically.

Tolerate Pain (4 ranks)
When suffering a debilitating or impeding effect derived from pain or wounds, you may attempt a Concentration skill check to suppress that effect for 24 hours. The DC of this attempt is 15 + the Challenge Rating of the creature, hazard, or trap that inflicted you with that pain. Success does not eliminate the pain or remove any wounds, but it does allow you to ignore any hindrances or impediments caused.

Tolerate Pain requires no action, and cannot be tried again.

Tolerate Poison (7 ranks)
You can choose to substitute a Concentration check for a saving throw against any poison's initial damage or effect at a either a -5 penalty to your check or a -10 penalty to your check. Success delays the poison's initial damage or effect by 1 hour if you accepted a -5 penalty to the check, or neutralizes the poison entirely if you accepted a -10 penalty to the check.

Tolerate Poison requires no action, and, once failed, cannot be tried again.

Resist Dying (10 ranks)
When reduced to 0 or fewer hit points you may make a Concentration check against DC 20 + 1 per point of damage suffered in excess of your hit points (for example, if you were at 32 hit points and reduced to -7 hit points, the DC would be 27). Success allows you to take a single strenuous action without losing 1 hit point, if you are disabled on your turn, or causes you to become stable and cease losing hit points. If you would have been reduced to -10 or fewer hit points, but your check succeeds you are instead reduced to -9 hit points and stable, though to the casual glance you appear to be dead.

Resist Dying requires no action, and cannot be tried again.
« Last Edit: March 29, 2012, 11:31:19 PM by Ziegander »

Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #1 on: January 03, 2012, 03:00:19 PM »
Concentrate Harder
Prerequisites: Wis 13
Benefit: You may Take 10 on Concentration checks made to Concentrate even while you are distracted or in peril. You gain a +2 bonus to Concentration checks if you are not distracted or in peril (this bonus stacks with the one you can gain from the Skill Focus feat).

Rapid Refocus
Prerequisites: Wis 13, Concentration 7 ranks
Benefit: You may attempt to Become Focused (see Concentration skill) as a standard action, a move action, a swift action, or an immediate action. An attempt as a standard action is resolved normally, but if you use a move action the DC increases by +5, if you use a swift action the DC increases by +10, and if you use an immediate action the DC increases by +20.

If you fail an attempt using a move action you cannot make another attempt for 2 hours, if you fail using a swift action you cannot make another attempt for 4 hours, and if you fail using an immediate action you cannot make another attempt for 8 hours.

Combat Focus
Prerequisites: Wis 13, Base Attack +1, Concentration 1 rank
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you gain a +2 insight bonus to Will saves and you may expend your Focus to "Take 15" on any attack roll.

Focused Blow
Prerequisites: Str 13, Wis 13, Base Attack +3, Combat Focus, Concentration 4 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). If you expend your Focus to "Take 15" on a melee attack roll and that attack hits, then your attack deals maximum damage.

Greater Focused Blow
Prerequisites: Str 17, Wis 13, Base Attack +6, Combat Focus, Focused Blow, Concentration 7 ranks
Benefit: When you use your Focused Blow feat that attack deals maximum damage, plus half again on top of that (rounded down). For example, if your Greataxe attack hits, and you have Str 18, you would deal 18, plus half that (9), for a total of 27 damage.

Precision Focus
Prerequisites: Dex 13, Wis 13, Base Attack +3, Combat Focus, Concentration 4 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). If you expend your Focus to "Take 15" on a ranged attack roll and that attack hits, then your attack deals maximum damage.

Greater Precision Focus
Prerequisites: Dex 17, Wis 13, Base Attack +6, Combat Focus, Precision Focus, Concentration 7 ranks
Benefit: When you use your Precision Focus feat that attack deals maximum damage, plus half again on top of that (rounded down). For example, if your Composite (+4) Longbow attack hits, and you have Str 18, you would deal 12, plus half that (6), for a total of 18 damage.

Penetrating Strike
Prerequisites: Str 15, Dex 15, Wis 13, Base Attack +9, Combat Focus, Concentration 10 ranks, Spot 4 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). If you expend your Focus to "Take 15" on any attack roll and that attack hits, then your attack overcomes all Damage Reduction, Hardness, and Immunity or Resistance to Critical Hits.

Focused Penetration
Prerequisites: Wis 13, Caster Level 1st, Concentration 1 rank
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you gain a +1 bonus to spell damage rolls per damage dice of any spell you cast and you may expend your Focus to "Take 15" on any spell penetration checks you make.

Break Resistance
Prerequisites: Int 13, Wis 13, Caster Level 3rd, Focused Penetration, Concentration 7 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). If you expend your Focus to "Take 15" on a spell penetration check and your check succeeds, then the creature whose Spell Resistance you checked against loses its Spell Resistance for 1d4 rounds.

Shatter Defenses
Prerequisites: Int 17, Wis 13, Caster Level 6th, Focused Penetration, Break Resistance, Concentration 10 ranks
Benefit: When you use your Break Resistance feat, if your spell penetration check succeeds, then the creature whose Spell Resistance you checked against suffers a -2 penalty to AC and saves during the rounds in which it loses its Spell Resistance.

Opportune Spell
Prerequisites: Dex 13, Caster Level 1st, Combat Casting, Concentration 1 rank
Benefit: To use this feat, you must first Become Focused (see Concentration skill). When you make an attack of opportunity, instead of attacking with a melee weapon, you may expend your Focus to cast any spell you know with a range of Touch and a casting time of 1 Standard Action or less.

Focused Defense
Prerequisites: Dex 13, Dodge, Concentration 1 rank
Benefit: To use this feat, you must first Become Focused (see Concentration skill). When you are hit with an attack by the target of your Dodge feat you may expend your Focus. If you do, the creature that hit you must reroll its attack roll. If this roll misses, then the creature's attack fails.

Focused Fortitude
Prerequisites: Str 13, Con 13, Base Fortitude Save +2, Concentration 4 ranks
Benefit: If you expend your Focus (see Concentration skill) to "Take 15" on a Fortitude saving throw against an effect that normally allows a save for a partial effect and your save succeeds, then you suffer no effect instead.

Focused Reflexes
Prerequisites: Dex 13, Int 13, Base Reflex Save +2, Concentration 4 ranks
Benefit: If you expend your Focus (see Concentration skill) to "Take 15" on a Reflex saving throw against an effect that normally allows a save for half damage and your save succeeds, then you suffer no damage instead.

Focused Willpower
Prerequisites: Wis 13, Cha 13, Base Will Save +2, Concentration 4 ranks
Benefit: If you expend your Focus (see Concentration skill) to "Take 15" on a Will saving throw against an effect that normally allows a save for a partial effect and your save succeeds, then you suffer no effect instead.

Mind Over Body
Prerequisites: Int 13 or Wis 13 or Cha 13, Concentration 4 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you may choose to gain temporary hit points equal to the highest of your Intelligence, Wisdom, or Charisma modifiers + your character level. Once these temporary hit points are lost your Focus ends leaving your mind stressed and you cannot attempt to Become Focused for 1 hour (even if you lose the temp hp because you expended your Focus).

Burst of Speed
Prerequisites: Con 13, Concentration 1 rank
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you gain a +10ft bonus to your speed. You may expend your Focus as a swift action to gain a +30ft bonus to your speed for 1 round (this does not stack with the normal +10ft bonus you get for maintaining your Focus).

Cold Fury
Prerequisites: Wis 13, Rage, Concentration 1 rank
Benefit: You are able to channel your anger into an icy focus by ending your Rage. For every round remaining in your Rage when you end it, you gain a bonus to Concentration checks equal to your character level. You may end your Rage in this way at any time, even if it isn't your turn, and if you end your Rage in this way you are not Fatigued until the remaining rounds have passed.

You need not actually end your Rage to use this feat, you may simply expend a use of your Rage for the day. If you do, then the bonus to Concentration checks lasts as long as your Rage would normally last (including extra rounds granted by an improved Constitution modifier). You are still Fatigued for the rest of the encounter once those rounds have passed.

Improved Combat Focus
Prerequisites: Wis 15, Base Attack +6, Combat Focus, Concentration 4 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you gain a +3 insight bonus to AC and to all Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip maneuvers.
Special: Your bonus to Concentration checks and Will saves while Focused increases to +3.

Greater Combat Focus
Prerequisites: Wis 17, Base Attack +11, Combat Focus, Improved Combat Focus, Concentration 7 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you gain a +4 insight bonus to Initiative checks and Fast Healing 4.
Special: Your bonuses while Focused increase to +4.

Perfect Combat Focus
Prerequisites: Wis 19, Base Attack +16, Combat Focus, Improved Combat Focus, Greater Combat Focus, Concentration 10 ranks
Benefit: To use this feat, you must first Become Focused (see Concentration skill). While you maintain your Focus you gain a +5 inherent bonus to Strength, Dexterity, and Constitution.
Special: Your bonuses while Focused increase to +5 (the Fast Healing granted by Greater Combat Focus increases to 5).
« Last Edit: March 29, 2012, 11:42:03 PM by Ziegander »

Offline Akahi

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #2 on: January 03, 2012, 09:17:06 PM »
This looks good, incredibly good.

Say, how do Focused Blow and it's greater version interact with maneuvers such as Ruby Nightmare Blade and Diamond Nightmare Blade?

The way I see it, a Greater Focused Diamond Nightmare Blade would deal max weapon damage *4 (diamond nightmare) *1.5(greater focused blow) for a total of max weapon damage *6.... cool, but scary.

Not that I have a problem with Diamond Mind being even more awesome  :cool

Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #3 on: January 04, 2012, 02:35:47 PM »
This looks good, incredibly good.

Say, how do Focused Blow and it's greater version interact with maneuvers such as Ruby Nightmare Blade and Diamond Nightmare Blade?

The way I see it, a Greater Focused Diamond Nightmare Blade would deal max weapon damage *4 (diamond nightmare) *1.5(greater focused blow) for a total of max weapon damage *6.... cool, but scary.

Not that I have a problem with Diamond Mind being even more awesome  :cool

Yep, you've got it right. With Focused Blow and Greater Focused Blow you can expend your focus to "Take 15" on your attack roll with Diamond Nightmare Blade, and, if it hits, you'd deal 6 x (weapon damage + modifiers) damage. It's a lot, but uberchargers will still do a lot more.

I had briefly considered adding a clause to those feats that prevented or limited interaction with damage multipliers like critical hits, charging with lances, maneuvers, etc, but I decided that it would make them much too wordy and complicated for a restriction I ultimately care too little about.

EDIT: Any ideas for some feats that offer benefits while you maintain your Focus?
« Last Edit: January 04, 2012, 02:37:45 PM by Ziegander »

Offline Tarkisflux

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #4 on: January 04, 2012, 07:24:43 PM »
I've been trying to figure out how I feel about this revision for a few days now. Aside from the focus thing, it all feels out of place in the concentration skill to me. It's also a straight boost for casters, since they're the ones who generally have access to and invest in Concentration. They get to drop a 15 instead of a die roll about once per encounter, they get to stabilize more easily than everyone else, they can ignore some annoying conditions for a day, and they gain a supplement to their often poor fort save with a poison negating ability. Nothing in there is game breaking, but I'm not excited about giving those things to casters for almost free either.

I like the feats a lot more though. There are some interesting options in there, and I may wind up borrowing some of them for my own stuff. They feel rather like the PHB2 Combat Form feats (which I liked the idea of if not the execution), and if you're looking for some passive benefits to grant then rebuilding those in this format might be a place to start.

Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #5 on: January 05, 2012, 12:03:33 AM »
I've been trying to figure out how I feel about this revision for a few days now. Aside from the focus thing, it all feels out of place in the concentration skill to me. It's also a straight boost for casters, since they're the ones who generally have access to and invest in Concentration. They get to drop a 15 instead of a die roll about once per encounter, they get to stabilize more easily than everyone else, they can ignore some annoying conditions for a day, and they gain a supplement to their often poor fort save with a poison negating ability. Nothing in there is game breaking, but I'm not excited about giving those things to casters for almost free either.

Eh, the stuff that's in there, aside from Focus, is to represent the concept of Mind Over Matter, and I figure, what better place for that stuff than the Concentration skill. At first the issue that usually casters are the ones with Concentration as a class skill, but then I remembered that I pretty much give everyone Concentration when I do class revisions. Casters still have the added incentive to put lots of ranks into it because this revision can make casting spells even harder, but at least everyone can use the skill (and tough guys with a big Constitution modifier get to apply a larger bonus).

Quote
I like the feats a lot more though. There are some interesting options in there, and I may wind up borrowing some of them for my own stuff. They feel rather like the PHB2 Combat Form feats (which I liked the idea of if not the execution), and if you're looking for some passive benefits to grant then rebuilding those in this format might be a place to start.

That's a good idea. A "Combat Focus" line would be cool. And actually, I just thought of another really interesting option, "Cold Fury," a feat that would allow a Barbarian to end his Rage at any time, even on another creature's turn, to get a bonus to Concentration checks equal to his class level for a number of rounds equal to the number of rounds of Rage he gave up.

Offline Quillwraith

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #6 on: March 29, 2012, 08:47:02 PM »
Some of the untrained DCs seem a bit high.
I am not high enough level to reliably meet DC 20 in anything, but I can reliably concentrate on a difficult task in an environment similar to a rowdy mead hall.

Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #7 on: March 29, 2012, 08:58:00 PM »
Some of the untrained DCs seem a bit high.
I am not high enough level to reliably meet DC 20 in anything, but I can reliably concentrate on a difficult task in an environment similar to a rowdy mead hall.

Are you sure you don't have 4+ ranks, a Con modifier of +2 or +3, and Skill Focus (Concentration)?

Edit: Or maybe you just have the Concentrate Harder feat that was totally there the entire time, and not something I just made up.
« Last Edit: March 29, 2012, 09:01:59 PM by Ziegander »

Offline dman11235

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #8 on: March 29, 2012, 09:37:48 PM »
Concentration: now letting you take 15 on attack rolls!

There's some problems with this execution, but I really like this idea.  My major concern is that this might make the skill way too powerful when compared to others.  If the others had this sort of support, then it would be better, but I'm not sure you want to do that.  I'd say cut some stuff out.  I can already see that Concentrate Harder needs to go anyways (Skill Focus just does the same thing).

Oh, speaking of Skill Focus.....Now you can go into combat, and take 20 on your first attack.  Auto-threaten.....Combine with Rapid Refocus, and you can end up taking 20 on the confirm too.  or just taking 20 on the first attack every round.

Honestly though, I think all these Focus abilities should be a bunch of class features rather than feats.  A PrC based around concentration.  Focus should probably just be a class feature to begin with.
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Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #9 on: March 29, 2012, 09:53:18 PM »
I can already see that Concentrate Harder needs to go anyways (Skill Focus just does the same thing).

Actually Skill Focus (Concentration) gives a +3 bonus to Concentrate, Become Focused, Tolerate Pain, Tolerate Poison, and Resist Dying, whereas Concentrate Harder's bonus applies only to Concentrate (hence the added ability to Take 10 in stressful situations).

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Oh, speaking of Skill Focus.....Now you can go into combat, and take 20 on your first attack.  Auto-threaten.....Combine with Rapid Refocus, and you can end up taking 20 on the confirm too.  or just taking 20 on the first attack every round.

I don't know where you're getting the Take 20 bit from... Also, without a custom +10 to Concentration item, using Rapid Refocus as a swift action isn't that easy.

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Honestly though, I think all these Focus abilities should be a bunch of class features rather than feats.  A PrC based around concentration.  Focus should probably just be a class feature to begin with.

Well, what I've done is adapt the Psionic Focus mechanics and applied them to the rest of the game at large. So, yes, I lowered the base DC to Become Focused by 5, but even trying it in the middle of combat counts at least as a "real" distraction, if not a "major" one.

I would also be interesting to attempt to convert Metamagic Feats over to this Concentration model, following the example laid out by Metapsionic Feats.

Offline Quillwraith

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #10 on: March 29, 2012, 10:19:48 PM »
Are you sure you don't have 4+ ranks, a Con modifier of +2 or +3, and Skill Focus (Concentration)?

Edit: Or maybe you just have the Concentrate Harder feat that was totally there the entire time, and not something I just made up.

I probably have 4 ranks, my Con modifier is +1 at most, and I don't know about my feats.
If I have both feats I can barely manage, but I think I just have Concentrate Harder and possibly a bonus from a class feature.

Wait, no class feature, it was a magical location! I have been some places that would give a bonus on concentration...

Offline dman11235

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #11 on: March 29, 2012, 10:32:11 PM »
Skill Focus also allows you to take 10 while threatened....and doesn't actually grant a bonus to the skill.  Not only that, but Concentrate Harder restricts it, so Skill Focus lets you do it for any use of Concentration, but doesn't grant a bonus.  The only benefit Concentrate Harder has is the +2 bonus that, currently, applies to all uses of Concentrate.

With this new system, if you take Skill Focus, beginning at level 1 you can take 20 on a single attack roll (probably your first one).  Oh wait!  Okay, that just applies to skill checks.  But it's still take 15 on attack rolls.  At level 1.  And eventually you'll be able to do this on one attack per round (even without a custom item, you'll get a high enough bonus.  These DCs are not too high).  Give up your swift action to do so, but still.  This makes a single rank in Concentration pretty much standard.  If not more ranks.  When you've made a skill this standard, you know you've gone too far.

I really do think that these feats should instead be the class features of a new class.  And the Focus mechanic in general.  That one can function as a skill, but only if it's stripped of a good bit of power.  Have it be more like Autohhypnosis (which is a skill you know....you might want to just re-write that so we don't have two focus skills going around), and just a small benefit for Focus.  That way you remove any necessitation the feat brings.  Right now, I can't see a single character not taking at least one rank in Concentration so they can get the "take 15 on any d20 roll" thing.  Even the healer monk, and its got such a specific skill requirement set that it's impossible to take any away from the level-by-level set up.

Also, I'd combine the four Blow feats.  The ones that deal max damage?  The ranged/melee counterparts do the same thing, with a stat swap.  Just combine them, and say dex or str 13 as the prereq.  I'm not a fan of giving out Evasion, Mettle (fort), and Mettle (will) as feats.  I'm not a fan of those abilities to start with, but at least these ones are restricted to at most 1/round.  I am a fan of treating MM feats like MP feats though.
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Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #12 on: March 29, 2012, 10:41:55 PM »
Skill Focus also allows you to take 10 while threatened....and doesn't actually grant a bonus to the skill.  Not only that, but Concentrate Harder restricts it, so Skill Focus lets you do it for any use of Concentration, but doesn't grant a bonus.  The only benefit Concentrate Harder has is the +2 bonus that, currently, applies to all uses of Concentrate.

With this new system, if you take Skill Focus, beginning at level 1 you can take 20 on a single attack roll (probably your first one).  Oh wait!  Okay, that just applies to skill checks.

OH! Wow. It took me far too long to realize that I'd rewritten Skill Focus. Yeah, eff that, I'm deleting that one.

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But it's still take 15 on attack rolls.  At level 1.  And eventually you'll be able to do this on one attack per round (even without a custom item, you'll get a high enough bonus.  These DCs are not too high).  Give up your swift action to do so, but still.  This makes a single rank in Concentration pretty much standard.  If not more ranks.  When you've made a skill this standard, you know you've gone too far.

Okay, so how about if the Take 15 element can only be used for ability checks and skill checks by default, and feats unlock Taking 15 for attack rolls and saving throws? Does that sound any better to you?

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Have it be more like Autohhypnosis (which is a skill you know....you might want to just re-write that so we don't have two focus skills going around), and just a small benefit for Focus.

I know Autohypnosis was a skill. That's the skill I stole Tolerate Pain, Tolerate Poison, and Resist Dying from.

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Right now, I can't see a single character not taking at least one rank in Concentration so they can get the "take 15 on any d20 roll" thing.

Yeah, I see what you mean. I should probably restrict it to straight up skill checks as the base effect, that way you can't Take 15 on initiative checks until you score some other feat.

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I am a fan of treating MM feats like MP feats though.

But see, if I made the Focus part and all of the Focus feats mechanics and class features for a new class, then I couldn't have Metamagic work like Metapsionics.

Offline dman11235

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #13 on: March 29, 2012, 11:12:41 PM »
You could still do that.  I wasn't trying to say that all of the focus feats should turn into a class.  Just most of them.  The damage ones, for instance, would be perfect for a class (they might be able to be feats though, depends on a few things).  The take 15 on all rolls?  That cshould be level 1.  The MM feats just have you lose focus, which would be an alternative to taking 15 (maybe just 10?  Depends on what you restrict and what the power is, but I think a take 15 works well if it's just skills and ability checks).  I'd just have Focus be the Psionic Focus, but make it apply to anyone.  So you don't need a PP reserve to become focused, you know?

Okay, so basically what I'm saying is this:  Take Psionic Focus, and turn it into Focus (or Meditative Focus, or some other cool sounding name).  This grants you a +2 bonus on concentration checks while active (except concentration checks made to become focused, although that shouldn't matter).  You can expend your Focus to take 15 on any one skill or ability check.  Metapsionic and Metamagic feats, as well as some other feats, rely on expending your Focus.  A new class (called the Master Meditator or something better) takes the concept of Focus further, allowing you to do a bunch of things, including focusing as a swift action, maintaining multiple Focuses, doing the max damage, the take 15 on anything, etc.

That's my idea anyways.  Yes, it's heavily borrowed from my own creation, the Energy Bender (which I know I need to make better.....I might steal a couple things from here for that if it's alright.....), but still.
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Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #14 on: March 29, 2012, 11:45:26 PM »
Okay, I took most of your advice, and I made a few alterations to Become Focused, Focus in general, and many of the feats based around Focus. By default, Focus just grants a +2 to Concentration checks, and can be expended to Take 15 on any skill check. With feats you can use it to Take 15 on attack rolls or spell penetration checks, but it still can't be used to Take 15 on Initiative checks (or other ability checks). I also upped the requirements for a few of the feats. I think things seem a bit more reasonable now. It's probably about time to write up some Focus-based metamagic feats, I'd say. Thoughts on how exactly I should word them before I dive right in?

Offline dman11235

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #15 on: March 29, 2012, 11:54:36 PM »
Not really my area, but just make sure you word them the way you want this to happen: only one feat per focus lost, or one focus lost per spell modified?  The first restricts MM to one/spell at a time, unless you can get multiple focuses, or double the focus expenditure or something.  The second one just requires one focus, but you can put any number of MM feats on, assuming you have the spell slot available.

Aww, you got rid of Skill Focus?  I thought you were going to get rid of Concentrate Harder....That was actually a good fix to that feat.  If you want to keep Concentrate Harder, you might have it do this, or something like this: ability to have two Focuses at once.  This allows you to have two Focus Feat benefits trigger at once, or trigger a feat and still have the bonus from Focus up.
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Offline Garryl

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #16 on: March 30, 2012, 12:01:00 AM »
Skill Focus also allows you to take 10 while threatened....and doesn't actually grant a bonus to the skill.  Not only that, but Concentrate Harder restricts it, so Skill Focus lets you do it for any use of Concentration, but doesn't grant a bonus.  The only benefit Concentrate Harder has is the +2 bonus that, currently, applies to all uses of Concentrate.

Which Skill Focus are you talking about? The normal D&D one is just +3 to skill checks, no taking 10. Is there one specifically for this project I've missed?

Offline Ziegander

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Re: Concentration Rewrite [D&D 3.5, Skill]
« Reply #17 on: March 30, 2012, 09:04:01 AM »
Skill Focus also allows you to take 10 while threatened....and doesn't actually grant a bonus to the skill.  Not only that, but Concentrate Harder restricts it, so Skill Focus lets you do it for any use of Concentration, but doesn't grant a bonus.  The only benefit Concentrate Harder has is the +2 bonus that, currently, applies to all uses of Concentrate.

Which Skill Focus are you talking about? The normal D&D one is just +3 to skill checks, no taking 10. Is there one specifically for this project I've missed?

There was a Skill Focus rewrite for this project that worked kind of weirdly. I have since deleted it.