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I like that House Rule and plan to try it in my next 5e campaign.
That just sounds busted at later levels. There is a reason you can only hold one concentration spell.
I do not think so, because you need for example level 17 to maintain three 'haste' spells (17 / 2 = 8.5 rounded up to 9 : 3 (spell level of haste) = 3).
ignoring how OP high level spells are when combined together, even low level stuff becomes a joke with that house rule. Shield of Faith and Protection from Good and Evil makes an extremely powerful combo and you only need level 4 to start pulling that off. Concentration means powerful combos need teamwork. Ignore that and suddenly a single spell caster brings extremely power combos to the group solo. One of the main reasons concentration was added, was to stop one player from having massive impact on the game.
I think that the number of people IS important, because casting Greater Invisibility and Fly or Shield of Faith and Protection from Good and Evil protects only one party member while the other party members are vulnerable.
Not really, because Haste and Greater Invisibility have a duration of 10 turns and a level 13 character will probably need more than 10 turns to kill a cr 13 monster.
This isn't hard to do at level 8. I've seen a fighter one round a buffed beholder with a hand crossbow. With a +11 to hit it is not hard to do with crossbow expertise + sharpshooter + advantage + power surge + superiority dice. He had a +1 hand crossbow that did an extra d6 fire damage.
I was trying to help you out to prove your point. It is not hard to do over 200 in 1 round even at level 8. Wizard seems to not know how many builds can do this as he thought no character can do this.
Yep, how can you inflict 180+ points of damage in a single turn in D&D 5e?
So ignoring the very real possibility of downing a CR13 monster in one round. How is it that you / your players haven't been able to average 18 points of damage during a single round at level 13? I mean, a plain fighter just swinging their weapon at level 13 with no fighting style averages 21 damage.
Wow, that is impressive. I thought that something like this would be possible only in D&D 3.x
The problem was not the raw damage, but the abilities of some monsters to counter this damage. For example a vampire regenerates 20 hp per turn, could use mist form to move out of reach (behind a heavy door which needs to be opened or destroyed) or could use charm to remove the threat of a player character.