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Cantrip House Rule
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<blockquote data-quote="Nutation" data-source="post: 7554418" data-attributes="member: 6749673"><p>If it's 3 fights per day, I think players will adjust. 6 per day is tougher (and was the designers' target).</p><p>Characters want to do something every round, which was the motivation for creating cantrips. Clerics and druids have other things to do (weapons, Wild Shape), which leaves the wizards and sorcs. I envision them choosing spells like Flaming Sphere that persist, but that will cut down on buff spells that require concentration.</p><p>Or cast Magic Weapon. Actually, magic damage will be in shorter supply. Monster resistance to normal weapons becomes more significant, which isn't necessarily a bad thing. (I play in AL which changed the rules last year so every character is pretty much guaranteed a +1 weapon by 7th.)</p><p>There is also such things as wands. The mix of magic items you give out will matter, but when does it not? Decide if you want that to be a tool to compensate or not.</p><p>Going back to the player choices, they might just avoid building characters that run out of things to do, e.g., more elven wizards with bows.</p></blockquote><p></p>
[QUOTE="Nutation, post: 7554418, member: 6749673"] If it's 3 fights per day, I think players will adjust. 6 per day is tougher (and was the designers' target). Characters want to do something every round, which was the motivation for creating cantrips. Clerics and druids have other things to do (weapons, Wild Shape), which leaves the wizards and sorcs. I envision them choosing spells like Flaming Sphere that persist, but that will cut down on buff spells that require concentration. Or cast Magic Weapon. Actually, magic damage will be in shorter supply. Monster resistance to normal weapons becomes more significant, which isn't necessarily a bad thing. (I play in AL which changed the rules last year so every character is pretty much guaranteed a +1 weapon by 7th.) There is also such things as wands. The mix of magic items you give out will matter, but when does it not? Decide if you want that to be a tool to compensate or not. Going back to the player choices, they might just avoid building characters that run out of things to do, e.g., more elven wizards with bows. [/QUOTE]
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