The Crimson Binome
Hero
If a wizard is using Intelligence to make attacks with their crossbow, then that raises a whole new category of objection.You could ban cantrips and have wizards name their crossbows "Magic".
If a wizard is using Intelligence to make attacks with their crossbow, then that raises a whole new category of objection.You could ban cantrips and have wizards name their crossbows "Magic".
In two different threads recently there were comments that Cantrips make magic too common, so it doesn't feel magical. They were often accompanied by ideas to restrict the number of cantrips per rest.
The issue for me is that there are a lot more actions per day then skill slots, all the way up through 20th. Here's a breakdown I did in an earlier thread:
The baseline we have from this is that casters will be mostly not-spells until double digits, and even at 20 will still have a good chunk of actions more than spell slots.
Back in pre-cantrip editions casters needed to default to mundane solutions - wizards throwing darts, etc. Using mundane solutions also does not make casters feel magical.
The idea of a few cantrips per day doesn't work - it still leaves mundane solutions for most actions until the highest of levels.
So how do we combine the contradictory ideas that (a) at-will magic makes magic feel mundane that several people have stated, and (b) have that casters can contribute meaningfully in a magical way without having to resort to mundane actions? I don't think a direct compromise works, so what solutions orthogonal to mundane=mundane and at-will=mundane can we find?
YMMV, but D&D is a class-based game, and the distinctions between classes is overwhelming. At my table, you can tell who a wizard is by looking at them.Your gun analogy is flawed on the grounds that without demonstrating your magical ability, only the player knows their character is capable of magic. A wizard isn't a gun. A wizard is an elf, or a human, or a dwarf or whatever, with a concealed carry permit. But if that person never reveals that they have such a permit, or that they're carrying, then that "wizard" is really just any other person.
YMMV, but D&D is a class-based game, and the distinctions between classes is overwhelming. At my table, you can tell who a wizard is by looking at them.
Sorry folks, but we will no more live again the mystery of our first games, or first book of fantasy.
After a while, and for some more than 30 years of DnD, you feel the magic only if you want to.
Rules, setup, won’t help.
Yes there is such a rule. It's on page 201 of the PHB.
"A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0."
That's the rule. At will, and has the magic to keep doing it over and over. No other limits other than those placed on them by combat. Since you can only produce one cantrip a round in combat, even outside of combat you can only produce a cantrip once every six seconds.
There is no absence of a rule, though. The rule is that you can cast cantrips 24/7 without limitations other than how many you can cast a round.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.