abaddon880
First Post
Hello.
Maybe I am missing something, but isn't this cantrip useless?
"Gives you resistance to bludgeoning/piercing/slashing damage from weapons until the end of your next turn."
It looks like a dodge action is better than this, and everyone can use.
I am avoiding making house rules, but I think this cantrip would usable if it was like this:
Gives you resistance to bludgeoning/piercing/slashing damage from weapons.
Duration: one minute (concentration).
If you take any damage, this spell is finished.
Another option would be putting it as a level one spell, with casting time: bonus action.
What do you guys think?
The math fails for what you think is wrong with this cantrip. The first thing to consider is what disadvantage actually does for D&D. The second is to consider who is using this spell (wizards with low AC and hitpoints). First, disadvantage doesn't change the odds of success or failure by much. It's easiest to start like this failure and failure = failure, failure and success = failure and success and success = success. Now while that might suggest that the chance of success is somewhere around 34%, The reality is assuming this enemy has an average hit bonus and the player has a relatively low AC (+5 for enemy to hit, AC12 for PC wizard) then the necessary roll for success is anything above 7 which means that each die has a 65% chance of being a success. Dodging really isn't better. I'm not sure when this was posted but the text also reads that it lasts until the end of your next turn which also makes it more advantageous. The enemy still needs to hit you and even if he does you only take 1/2 damage from the most common forms of damage. If a person takes disadvantage but hits because he rolled above a 7 on both die then taking the full damage is much more dangerous. Yes, it's not a great spell. Cantrips really aren't supposed to be. It's better than most the wizards today casting offensive magic cantrips when their weapon is probably a better choice and more likely to cause a greater average of damage. Advantage and Disadvantage are awesome as they mean we don't have to negate pc (or npc) abilities with made up random modifiers that generally become inconsistent over time as different dms will perceive each challenge differently and bad dms will try to use such rules to hinder pcs from interacting in the story. The thing to remember though is that advantage and disadvantage have a lot to do with perception. Two chances to fail or two chances to succeed seem pretty good but in the long run the actual odds of the roll are much more significant. If it's a 19 to hit. Advantage won't make it so you have a 66% chance of success. It feels good but the odds still changed very little.