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*Dungeons & Dragons
Cantrip House Rule
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<blockquote data-quote="Blue" data-source="post: 7557734" data-attributes="member: 20564"><p>3 spells per encounter is a conservative estimate, it could easily be more based on both guidelines and actual play. Four actions spent casting, and two reaction casts is easily in the realm of possibility, doubling that. Three is really a very low number of spells per combat in 5e.</p><p></p><p>With the normal rules, some of those spells are cantrips. Because they scale when the other classes get their level 5 (and 11) power boost. But when the CRs have climber (especially HP bloat common to 5e), casting a d10 plus nothing cantrip, nothing on a miss/save, is a near useless action. It's definitely not contributing as much as others. Since the cantrip action isn't viable anymore those action need to be filled with spells that cost slots.</p><p></p><p>As is it, I'm also assuming that your low level spells are still worthwhile without upcasting, which is not a given. The numbers I used are best case for making this concept work while still being realistic.</p><p></p><p>Oh, only wizards and land druids have arcane recovery. That should not be part of general calculations. A class feature they get as a bonus shouldn't need to become a support just to get things working at a level that the other classes had before, and that the classes without it are left with even less.</p><p></p><p>Clerics, especially the ones with the Cantrip boost (Potent Spellcasting) class feature at 8th and no martial weapons/heavy armor, in particular will be needing their spells every round in order to meaningfully contribute. And they probably also have the heaviest out-of-combat casting needs for healing, especially between encounters that don't have a rest between them.</p></blockquote><p></p>
[QUOTE="Blue, post: 7557734, member: 20564"] 3 spells per encounter is a conservative estimate, it could easily be more based on both guidelines and actual play. Four actions spent casting, and two reaction casts is easily in the realm of possibility, doubling that. Three is really a very low number of spells per combat in 5e. With the normal rules, some of those spells are cantrips. Because they scale when the other classes get their level 5 (and 11) power boost. But when the CRs have climber (especially HP bloat common to 5e), casting a d10 plus nothing cantrip, nothing on a miss/save, is a near useless action. It's definitely not contributing as much as others. Since the cantrip action isn't viable anymore those action need to be filled with spells that cost slots. As is it, I'm also assuming that your low level spells are still worthwhile without upcasting, which is not a given. The numbers I used are best case for making this concept work while still being realistic. Oh, only wizards and land druids have arcane recovery. That should not be part of general calculations. A class feature they get as a bonus shouldn't need to become a support just to get things working at a level that the other classes had before, and that the classes without it are left with even less. Clerics, especially the ones with the Cantrip boost (Potent Spellcasting) class feature at 8th and no martial weapons/heavy armor, in particular will be needing their spells every round in order to meaningfully contribute. And they probably also have the heaviest out-of-combat casting needs for healing, especially between encounters that don't have a rest between them. [/QUOTE]
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