CleverNickName
Limit Break Dancing (He/They)
Neutral was my intent. They are a device in the game, just like crossbows and climbing kits. How they relate to the story will vary.That sort-of assumes cantrips are bad for story, or at least neutral.
For a significant number of people, cantrips are just more on-theme than crossbows. Crossbows are a departure form the basic wizard tropes; you're diluting the character and making them less of a wizard.
If magic in your story is something common and everyday (think Harry Potter, World of Warcraft, or Eberron), cantrips as-written are going to fit right in. It's already a "crossbow," so to speak, so there's no change to the themes of magic in the story.
But for worlds where magic isn't common or ubiquitous, cantrips feel out of place. Sure, you can just roll your eyes and ignore it, like I do with the nature of hit points and overnight healing. But if you're inclined to fix this disconnect, you'll have to either change the themes of magic in your story/setting, or change the mechanics of the game with a house-rule. And that second option is what this thread is about.
So the OP wants to limit the number of cantrips that can be cast per day, effectively making them a limited resource that the player will have to keep track of. It's not going to be everyone's cup of tea, but I don't think it's going to ruin the game. But it's hard to say if the limitation of (2 x Proficiency Bonus) goes too far, or not far enough.
I'm going to do an exercise on Friday's game. Our party of adventurers consists of a Bard, a Cleric, and a Wizard, and we're all 9th level adventurers in the World of Eberron. I'm going to keep track of the number of cantrips that each of them casts through the course of our 5-hour gaming session, and report back.