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General Tabletop Discussion
*Dungeons & Dragons
Cantrip House Rule
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<blockquote data-quote="Cornpuff" data-source="post: 7559481" data-attributes="member: 6900857"><p>A few observations:</p><p></p><p>-This rule reeeeeeeeally assumes that combat is the only time a caster's gonna cast. Especially in that Tier 2 zone (which is one of the most common areas of play) where spell slots are still a semi-precious resource, this rule discourages casters from using slots for stuff like Alter/Disguise Self, Knock, Pass Without Trace, Enhance Ability, Invisibility, Fly, etc. for social/exploration challenges.</p><p></p><p>-It guts ability scale. I'll admit this is kind of an esoteric point, but: 5e is made with the idea that you should seldom if ever have an ability/feature that becomes straight up useless at a certain level. Fighters get an extra Extra Attack, Barbs do more damage on Rages, Rogues get more SA dice, Paladins get an always-on Smite, Rangers get ways to make more attacks, etc. Canceling out cantrip scaling goes against that.</p><p></p><p>-This astoundingly both cuts the legs out from under <em>and</em> handily buffs Sorcerers. On one hand, Sorcs are supposed to lean on cantrips harder (they get 4 out of the gate up to a max of 6), but also by giving another spell slot of every level, you're giving them a bank of up to an extra 15 Sorcery points. You've totally kneecapped them in some areas, like no more "Quickened Fireball+Fire Bolt" or no more twinning cantrips for 3d10 damage at 2 targets, but then virtually every damage spell is going to get Empowered and way more save or sucks are gonna get Heightened because they'll have the extra resources.</p><p></p><p>-The cleric options that get a WIS mod to cantrips or something similar at level 8 or whenever just kinda suck now.</p><p></p><p>Overall, it seems like a change for the sake of change move that affects more classes than others and doesn't feel worth the headache.</p></blockquote><p></p>
[QUOTE="Cornpuff, post: 7559481, member: 6900857"] A few observations: -This rule reeeeeeeeally assumes that combat is the only time a caster's gonna cast. Especially in that Tier 2 zone (which is one of the most common areas of play) where spell slots are still a semi-precious resource, this rule discourages casters from using slots for stuff like Alter/Disguise Self, Knock, Pass Without Trace, Enhance Ability, Invisibility, Fly, etc. for social/exploration challenges. -It guts ability scale. I'll admit this is kind of an esoteric point, but: 5e is made with the idea that you should seldom if ever have an ability/feature that becomes straight up useless at a certain level. Fighters get an extra Extra Attack, Barbs do more damage on Rages, Rogues get more SA dice, Paladins get an always-on Smite, Rangers get ways to make more attacks, etc. Canceling out cantrip scaling goes against that. -This astoundingly both cuts the legs out from under [I]and[/I] handily buffs Sorcerers. On one hand, Sorcs are supposed to lean on cantrips harder (they get 4 out of the gate up to a max of 6), but also by giving another spell slot of every level, you're giving them a bank of up to an extra 15 Sorcery points. You've totally kneecapped them in some areas, like no more "Quickened Fireball+Fire Bolt" or no more twinning cantrips for 3d10 damage at 2 targets, but then virtually every damage spell is going to get Empowered and way more save or sucks are gonna get Heightened because they'll have the extra resources. -The cleric options that get a WIS mod to cantrips or something similar at level 8 or whenever just kinda suck now. Overall, it seems like a change for the sake of change move that affects more classes than others and doesn't feel worth the headache. [/QUOTE]
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