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Cantrip House Rule
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<blockquote data-quote="FrogReaver" data-source="post: 7554434" data-attributes="member: 6795602"><p>I disagree. Cantrips remain your action to do something useful while saving spell slots. It's just now cantrips would actually be inferior to any given spell as opposed to being nearly equivalent to many of them.</p><p></p><p></p><p></p><p>the eldritch knight ability to use a cantrip and bonus action attack is still better than just extra attack in the same level range it always was. It's still inferior to extra attack in the level 11+ range just like always. It's just won't be as much better than extra attack in the level 7-10 range as it is now. </p><p></p><p>But as it stands right now eldritch knights would be compensated with extra spell slots anyways. Personally I think the spell slots would actually make them a little better than scaling cantrips but in any case I don't see the balance really changing to a degree that warrants any worry. </p><p></p><p>I expect some classes and builds and configurations to be slightly better or worse. Big changes always do that. But so far the changes mentioned have sounded small and inconsequential. (Except maybe the half caster change that someone else mentioned).</p><p></p><p></p><p></p><p>If they already have more than they can cast then adding extra can't hurt anything. They will just have more left over spells they can't cast. </p><p></p><p></p><p></p><p>So if anything the wizard with firebolt would do an extra 8d10 attacks worth of damage with scaling cantrips. I would instead be giving him a level 1 spellslot a level 2 spell slot and a level 3 spellslot in complensation. Honestly it sounds to me like that's a slight improvement. Is it enough of an improvement to cause significant balance issues? I personally don't think so but maybe I'm missing something. If I am I can easily adjust the spell slots such that he gains them at a slightly different rate. There has to be some number of additional spell slots that you think would be a fair trade for non-scaling cantrips right?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7554434, member: 6795602"] I disagree. Cantrips remain your action to do something useful while saving spell slots. It's just now cantrips would actually be inferior to any given spell as opposed to being nearly equivalent to many of them. the eldritch knight ability to use a cantrip and bonus action attack is still better than just extra attack in the same level range it always was. It's still inferior to extra attack in the level 11+ range just like always. It's just won't be as much better than extra attack in the level 7-10 range as it is now. But as it stands right now eldritch knights would be compensated with extra spell slots anyways. Personally I think the spell slots would actually make them a little better than scaling cantrips but in any case I don't see the balance really changing to a degree that warrants any worry. I expect some classes and builds and configurations to be slightly better or worse. Big changes always do that. But so far the changes mentioned have sounded small and inconsequential. (Except maybe the half caster change that someone else mentioned). If they already have more than they can cast then adding extra can't hurt anything. They will just have more left over spells they can't cast. So if anything the wizard with firebolt would do an extra 8d10 attacks worth of damage with scaling cantrips. I would instead be giving him a level 1 spellslot a level 2 spell slot and a level 3 spellslot in complensation. Honestly it sounds to me like that's a slight improvement. Is it enough of an improvement to cause significant balance issues? I personally don't think so but maybe I'm missing something. If I am I can easily adjust the spell slots such that he gains them at a slightly different rate. There has to be some number of additional spell slots that you think would be a fair trade for non-scaling cantrips right? [/QUOTE]
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