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Cantrips, a Curious Thing
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<blockquote data-quote="Clint_L" data-source="post: 9053695" data-attributes="member: 7035894"><p>No, I have the same experience. I find many of the arguments on this issue quickly devolve into hyperbole and black/white statements.</p><p></p><p>In practical terms, the old design for magic-users was terrible. Most of the game took place (and still takes place) at low levels. Overwhelmingly so, if WotC is to be believed. Cantrips were brought into make classes like magic-users (now wizards) viable during that long stretch of the game. 5e is not perfect, but class design is far, far more balanced than it was back then, so to assert that we have just swapped one problem for another is simply not accurate.</p><p></p><p>Cantrips are regularly used because spell casters have limited enough slots that they regularly run into situations where their best option is to use a <em>firebolt</em> or whatever - not as strong as what the ranger/barbarian/monk can do, but not useless, either. This is good design; it gives the player something to do while leaving room for other classes to shine on those turns, and thematically makes more sense than the wizard just chucking daggers, which is what magic-users used to spend a lot of time doing, back in the day. It also usually gives casters a viable, if somewhat weak, option against foes that are resistant or immune to a lot of their other magic.</p><p></p><p>My main issue with cantrips is that there are such clear winners and losers among the many spells on offer, so that what seems like a lot of choice really isn't. A ton are just minor variations on firebolt, for example. Others (i.e. guidance) are obviously so much better than their peers that they are no-brainers.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9053695, member: 7035894"] No, I have the same experience. I find many of the arguments on this issue quickly devolve into hyperbole and black/white statements. In practical terms, the old design for magic-users was terrible. Most of the game took place (and still takes place) at low levels. Overwhelmingly so, if WotC is to be believed. Cantrips were brought into make classes like magic-users (now wizards) viable during that long stretch of the game. 5e is not perfect, but class design is far, far more balanced than it was back then, so to assert that we have just swapped one problem for another is simply not accurate. Cantrips are regularly used because spell casters have limited enough slots that they regularly run into situations where their best option is to use a [I]firebolt[/I] or whatever - not as strong as what the ranger/barbarian/monk can do, but not useless, either. This is good design; it gives the player something to do while leaving room for other classes to shine on those turns, and thematically makes more sense than the wizard just chucking daggers, which is what magic-users used to spend a lot of time doing, back in the day. It also usually gives casters a viable, if somewhat weak, option against foes that are resistant or immune to a lot of their other magic. My main issue with cantrips is that there are such clear winners and losers among the many spells on offer, so that what seems like a lot of choice really isn't. A ton are just minor variations on firebolt, for example. Others (i.e. guidance) are obviously so much better than their peers that they are no-brainers. [/QUOTE]
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