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06/06 Q&A : Safe Rest Locations, Regaining Spell Slots and Cantrip Balance
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<blockquote data-quote="Falling Icicle" data-source="post: 6141750" data-attributes="member: 17077"><p>Their goals for cantrips are right on. They're powerful enough to be useful, but still a lot weaker than fighter damage. I really don't understand why people are complaining about cantrips. How does having an at-will attack that's 2/3 as effective as a fighter's at-will attack make fighters obsolete? If cantrips were equal to fighter damage, and wizards had daily spells on top of that, then there would be reason to complain. But that simply is not the case.</p><p></p><p>As for the resting thing, I still hate this idea. Most of the time, players are either going to have some way of ignoring the penalty (such as by having some way of making a "safe" camp), or they'll just use healing magic to recover fully. The resting restriction only serves to make it even more difficult to try and play without a cleric (or other dedicated healing class), and it also makes playing a dedicated healing class less fun, because even more of your resources are going to have to go toward healing.</p><p></p><p>Further, I think the idea is completely unnecessary. There's already ways of making resting in dungeons dangerous, the easiest of those is the possibility that the party will be ambushed at night. Capping the hp that can be regained by resting in such situations is an annoying rule that really adds nothing to the game but takes a lot away. They need to abandon this terrible idea.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6141750, member: 17077"] Their goals for cantrips are right on. They're powerful enough to be useful, but still a lot weaker than fighter damage. I really don't understand why people are complaining about cantrips. How does having an at-will attack that's 2/3 as effective as a fighter's at-will attack make fighters obsolete? If cantrips were equal to fighter damage, and wizards had daily spells on top of that, then there would be reason to complain. But that simply is not the case. As for the resting thing, I still hate this idea. Most of the time, players are either going to have some way of ignoring the penalty (such as by having some way of making a "safe" camp), or they'll just use healing magic to recover fully. The resting restriction only serves to make it even more difficult to try and play without a cleric (or other dedicated healing class), and it also makes playing a dedicated healing class less fun, because even more of your resources are going to have to go toward healing. Further, I think the idea is completely unnecessary. There's already ways of making resting in dungeons dangerous, the easiest of those is the possibility that the party will be ambushed at night. Capping the hp that can be regained by resting in such situations is an annoying rule that really adds nothing to the game but takes a lot away. They need to abandon this terrible idea. [/QUOTE]
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06/06 Q&A : Safe Rest Locations, Regaining Spell Slots and Cantrip Balance
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