The next person that asks why gets blocked.
I mean Seriously? I ask what issues my suggested change has. I ask if you like it. I ask if it's balanced. What the heck does Why I am looking at this change have to do with any of that?
So I had an idea and I'm not even sure if it's a good idea yet but I wanted to share and see what you all thought.
The House Rule would remove cantrip scaling (except for Eldritch blast) which would then get tied to warlock level for scaling.
To compensate for the lack of scaling cantrips I would reward casters with extra spell slots. I'm leaning toward 1 extra spell slot of each level up to level 6 spells. You would gaub the extra spell slot immediately upon reaching the level where you first gain that spell slot. For example a level 5 Wizard would have spell slots of 5 level 1, 4 level 2, 3 level 3 but his cantrips would not scale.
Is there any forseeable issues or problems you can think of with doing this? Is it too imbalanced compared to the current rules? Do you like the change?
I might focus a bit more on bards.I don't think it's imbalanced. It sort of simulates an older edition spell caster, prior to having cantrips. I doubt it's imbalanced because we already have items like rings of spell storing and nothing terrible seems to come from them.
Because cantrips would be less useful in the long term, I suspect you'd see a return to spellcasters using light crossbows and similar mundane weapons at lower levels, and selecting non-attack cantrips more often. Mage hand, mending, prestidigitation, guidance, friends, light, minor illusion, mold earth, etc. will all be chosen more often.
Given the option, I'd choose that route right now. I am of the opinion that attack cantrips are mostly overrated. They help with lower levels, but their scaling doesn't really keep up with the other things you can do with spells, and your spell slots become plentiful later on anyway.
Interesting, I actually would predict the party will rest less. Wizards already push for rest when their spell slots get very low. I expect more spell slots will mean wizards maintain having some good spell slots longer and as long as they have that then they are less likely to insist on rest.
I disagree with this for Tier 2 specifically.
Say a caster does a few out-of-combat spells a day. A utility, mage armor, speak with animals, whatever. I'll pick equal to their proficiency as a easy way to slowly increase it as they get more slots. I'll also make the conservative assumption that these out-of-combat spells are coming from your lower levels, leaving your higher level spells for encounters.
Say a caster would do three spells in a combat. This is conservative, especially when for classes with reaction spells like Shield or Absorb Elements.
Tier 1, cantrips do the same as normal, so it's easy to fill up extra actions with them.
At 5th, a caster has 12 slots (because of the 1 extra per spell level) and casts 3 out of combat. That's 3 combats of 3 rounds before running out of spells. That's definitely lower.
6th is 13 slots, same deal.
7th is 15 slots, so now after out-of-combat casting they are good for four combats.
8th is 16 slots, about the same.
9th jumps to 19 slots, but also up to 4 used out of comat for 15 left. That's good for 5 combats and is just barely covering it. Any combats that last longer or have reaction casting, or more out-of-combat usage such as healing or utility, or worse yet, 6+ encounters, and it isn't really covered.
Higher tiers will get more spells because of the +1 per spell level. But in tier 2 I think casters will really feel the burn.
This doesn't talk about half-casters and third-casters, they have a different situation for this.
If you are talking the whole day, you have arcane recovery and will be able to get back most any spellslot you used for an out of combat task. Thus you should have very close to 12 spells for combat, 5 level 1's, 4 level 2's, level 3's.
The spell plan for a 6 encounter adventuring day for a level 5 wizard is something like.
Hard Encounters - only use a single level 3 spell, a rough gauge
Medium Encounters - a level 2 and level 1 spell
Easy Encounters - a level 2 spell
Assuming 2 encounters of each you will have left 3 level 1 spells and a level 3 spell. Now encounters fall outside those cookie cutter guidelines quite a bit and a lot also depends on how many resources your allies are throwing into a particular encounter. So there will be a lot of variance but to me that seems like you have plenty enough spells to contribute your fair share to all encounters in the day.
Now if you on average use 3 spells per encounter as you suggest then you are blowing them much to fast. In fact if you are blowing spells that fast you wouldn't have a prayer of having your spells last all adventuring day in a game with normal cantrips and spell slots either.
My bet is sorcs and wizards get rare.
Players adapt.
It would depend on the pace of the game.Really? I think wizards would be more popular. They have soooooooo many spells prepared and not enough slots. With more slots, they gain a lot of power for little loss, as I find they rarely use attack cantrips.