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Cantrip House Rule
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<blockquote data-quote="jmartkdr" data-source="post: 7560856" data-attributes="member: 6964935"><p>Something I'm not sure has been brought up - this change would make <em>booming blade</em> and <em>greenflame blade</em> completely useless after Extra Attack becomes available, and mostly useless even without the feature after 5th level. This isn't much different form other damaging cantrips, except those two are the only spells that actually blend magic and weapon attacks - so this change would invalidate an entire group of concepts (basically all gishes) and leave EKs, sorcadins, and Hexblades with significantly fewer options turn-to-turn, since they go from three basic attacks down to one.</p><p></p><p>One alternative to scaling by level, though: instead of cantrip damage going up automatically at certain levels, you could have the base damage/effect be fixed but allow the character to spend slots to up the effect. So if you spend a 1-st level slot, you'd get the 5th-level version of the cantrip. A second-level slot gives you the 11th level version, an so on.</p><p></p><p>I'd probably even allow pc's to spend higher level slots for really strong options - a 10d10 <em>firebolt</em> really isn't worth a 9th-level slot, after all. A 9th-level GFB might be, for someone who's built their whole style around it, and more options is almost always more fun.</p></blockquote><p></p>
[QUOTE="jmartkdr, post: 7560856, member: 6964935"] Something I'm not sure has been brought up - this change would make [i]booming blade[/i] and [i]greenflame blade[/i] completely useless after Extra Attack becomes available, and mostly useless even without the feature after 5th level. This isn't much different form other damaging cantrips, except those two are the only spells that actually blend magic and weapon attacks - so this change would invalidate an entire group of concepts (basically all gishes) and leave EKs, sorcadins, and Hexblades with significantly fewer options turn-to-turn, since they go from three basic attacks down to one. One alternative to scaling by level, though: instead of cantrip damage going up automatically at certain levels, you could have the base damage/effect be fixed but allow the character to spend slots to up the effect. So if you spend a 1-st level slot, you'd get the 5th-level version of the cantrip. A second-level slot gives you the 11th level version, an so on. I'd probably even allow pc's to spend higher level slots for really strong options - a 10d10 [i]firebolt[/i] really isn't worth a 9th-level slot, after all. A 9th-level GFB might be, for someone who's built their whole style around it, and more options is almost always more fun. [/QUOTE]
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