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No, because it breaks game balance by making low-cost resources far more powerful than they are intended to be. It's meant to be a game of attrition where resource expenditure is actually required.
And most player groups would complain if intelligent NPCs were played to exploit such mechanics to the hilt, because TPKs would become vastly more likely.
It's almost like I'm not actually playing D&D but rather a video game loosely inspired by it!!
If your DM punishes you for playing smart, change your DM.
Basically Clerics etc only get 1 semi decent spell.
Which makes them almost completely useless, except for healing after the fight.
They miss 99% of combat or magical strikes or do half damage at best.
The only exception to this are the fireball and lightning versions.
I'd love to see a good cleric capable of fighting like a barb does or a paladin.. but they've never existed. They should be able to concentrate on at least 2-3 spells at once.
Played solasta, this, stomached some videos of other people playing it. Not worth the effort of actually getting a real tabletop game together. Even if I hadn't played it though, everything I stated is still true. For example the way concentration works means that support mages no longer exist and so mages have to cast one buff or CC (since most CCs are also conc) and then bang away with damage spells and every non mage has to get some way of getting a conc buff so as to not be a wasted conc slot so everyone basically ends up being the same.
Just go around the concentration system. Get a familiar to hold concentration for you. Or use glyph of warding. Literally many ways to break it.
I would personally rather not play a game that requires you to find workarounds for the basic rules to become enjoyable. That being said, how does a familiar hold concentration for you? When a spell is cast through a familiar it is still you that casts and concentrates on it.
In Pathfinder games the buffing was so out of hand you basically had to use an automated buff macro mod to make the game playable in a reasonable amount of time or you'd be sitting there buffing for 30 minutes every 10 minutes. AND IT WAS GLORIOUS.
before that, there was no concentration, and you could buff yourself quite a lot... and to all this people who think such buffed characters were too strong, no they werent. a fighter with blessing, prayar and aid was not realy THAT strong (yes I am talking about a low level cleric). And later, it would mean nothing, when you look at the enemies past lvl 12.
What bugs me most about this "system" is, that I can not hold an offensive and a defensive spell at once.. you can bless, but not have guardian spirtis, or hold person or whatever. BS.
The only thing resembling "concentration" was preparation for mage spells... (ie) Firewall was not instant, when you cast fireball, it took the caster some time (usualy like 5 npcs to move) before it was cast, so it was quite possible to interrupt the caster and make the spell fail, good way dealing with the "now" overpowered mages.
Not punishment. It's about having (1) rules matter, and (2) consistency with how things work -- any interactions players can do, intelligent NPCs will also be aware of, (3) ensuring that the campaign goes for more than one session before the party dies.
Water greatly boosts lightning damage? Cool, enemy knows to bring lightning and water mephits trained to work together. Goblins line a passageway with oil-soaked rags, party gets incinerated with a torch. Who says that the party is the only one that uses weight and physics, when an enemy druid that was disguised as a sparrow turns into a mammoth 200' above somebody's head?
Or, y'know, they can play the game as intended where higher-level abilities and higher-level resources, and appropriate stats and skills, actually matter a bit; and the game *isn't* merely a contest of who can nuke the other with "clever" ideas. Lots of stuff is intentionally limited because otherwise things get utterly stupid, with clowns declaring that they should be able to drown enemies with Create Water inside their lungs or defeat most anything by polymoprhing it into something tiny and then shoving it into a small lockbox.
There's even plenty of stuff that is clearly, explicitly limited in ways that defy reason because it's required to do so to actually make it a remotely fun game, like how AoEs don't damage your carried equipment. Imagine playing if a Fireball incinerated your gear or if a monster using acid on you permanently destroyed your weapon or armor. Logical? ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥. Good for the game? Hell no; this isn't Nethack, where that sort of suffering *is* expected.
More a tabletop thing, but there the rules do not prevent a familiar from activating a magic item in general (provided that the familiar has the form to do so, like... a snake is going to have problems with many items, say, given the lack of limbs).
Enter stuff like the artifcer's spell-storing item; or, if the familiar attunes to it, a ring of spell storing. Those items do not require that the user be a caster with the spell-to-be-cast on his spell list.
Chronurgists, if allowed (and this specific ability is one reason why DMs may insist on banning them...) eventually can essentially delay a spellcast by turning it into a small bead as they cast it, and give the bead to somebody else to use. *That* being is treated as the caster for most purposes, including concentration.