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Cantrip nerf (house rule brainstorm)
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<blockquote data-quote="NotAYakk" data-source="post: 8237187" data-attributes="member: 72555"><p>In old versions of D&D, low level magic users where intentionally incompetent, but had a 1/day spell that broke the game. Charm, Sleep and the like could end a hard encounter, and sometimes a dungeon.</p><p></p><p>In 5e, your 1st level spells don't do that.</p><p></p><p>In old versions of D&D, many many high level spells where "save or lose" and they would work on even a high HD dragon. Meanwhile, weapon users where doing barely more damage than they did at level 1. If you ran into a really tough foe, a single round of a mid level spellcaster being able to actually cast the spell has a chance to just win the fight; the risk was the spellcasters instantly dieing from the fire breath or before they could act.</p><p></p><p>In 5e, weapon users are doing 4-5x their level 1 damage, and spellcasters spells bounce off the dragon, and even those that land successfully don't auto-win the fight.</p><p></p><p>Spellcaster attack cantrips where introduced and kept in because it made spellcasters feel like spellcasters in combat, not incompetent warriors with a few big moves. They where brought in with significant reduction in the power of leveled spells compared to pretty much every previous edition of D&D.</p><p></p><p>---</p><p></p><p>The Warlock class has a limited number of spells/rest, and falls back on casting EB every round; this is part of how it works, and goes back to 3e when the Warlock had no spells at all, just magical abilities it could often use whenever it wanted to.</p><p></p><p>---</p><p></p><p>This change, balance wise, would have the largest impact on Warlocks at every level, and on "sage" spellcasters from level 1-8 or so. It would have much less impact on most spellcasters from level 9+, and on any short adventuring day situation.</p><p></p><p>Using a cantrip is something you should only do if you are utterly exhausted, you are low level and don't have many slots, the fight is easy or otherwise already won and you need to conserve resources for later, you are using quicken metamagic, or you are some kind of Gish.</p><p></p><p>---</p><p></p><p>If you really want them to be slotted, what if they became Nth level spells that enchant an implement as a bonus action, and let you cast the cantrip repeatedly? Then hand out a few more spell slots.</p><p></p><p><strong>Imbue: Fire Bolt</strong></p><p><strong>1st level spell</strong></p><p><strong>Casting Time: </strong>1 bonus action</p><p><strong>Duration:</strong> 1 hour</p><p>You imbue an implement to allow you to cast a Fire Bolt as an action. When you wield the implement, you can do a ranged spell attack that deals 1d10 fire damage at 120' range. If the implement has another effect imbued into it, that effect is removed.</p><p></p><p><strong>At higher levels</strong>: Every 2 slot levels above 1 the damage of the Fire Bolt increases by 1d10, and the duration increases by 1 hour.</p><p></p><p>Now hand out additional slots to fuel these Imbue spells and additional spells known to have them prepared/known/etc.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8237187, member: 72555"] In old versions of D&D, low level magic users where intentionally incompetent, but had a 1/day spell that broke the game. Charm, Sleep and the like could end a hard encounter, and sometimes a dungeon. In 5e, your 1st level spells don't do that. In old versions of D&D, many many high level spells where "save or lose" and they would work on even a high HD dragon. Meanwhile, weapon users where doing barely more damage than they did at level 1. If you ran into a really tough foe, a single round of a mid level spellcaster being able to actually cast the spell has a chance to just win the fight; the risk was the spellcasters instantly dieing from the fire breath or before they could act. In 5e, weapon users are doing 4-5x their level 1 damage, and spellcasters spells bounce off the dragon, and even those that land successfully don't auto-win the fight. Spellcaster attack cantrips where introduced and kept in because it made spellcasters feel like spellcasters in combat, not incompetent warriors with a few big moves. They where brought in with significant reduction in the power of leveled spells compared to pretty much every previous edition of D&D. --- The Warlock class has a limited number of spells/rest, and falls back on casting EB every round; this is part of how it works, and goes back to 3e when the Warlock had no spells at all, just magical abilities it could often use whenever it wanted to. --- This change, balance wise, would have the largest impact on Warlocks at every level, and on "sage" spellcasters from level 1-8 or so. It would have much less impact on most spellcasters from level 9+, and on any short adventuring day situation. Using a cantrip is something you should only do if you are utterly exhausted, you are low level and don't have many slots, the fight is easy or otherwise already won and you need to conserve resources for later, you are using quicken metamagic, or you are some kind of Gish. --- If you really want them to be slotted, what if they became Nth level spells that enchant an implement as a bonus action, and let you cast the cantrip repeatedly? Then hand out a few more spell slots. [B]Imbue: Fire Bolt 1st level spell Casting Time: [/B]1 bonus action [B]Duration:[/B] 1 hour You imbue an implement to allow you to cast a Fire Bolt as an action. When you wield the implement, you can do a ranged spell attack that deals 1d10 fire damage at 120' range. If the implement has another effect imbued into it, that effect is removed. [B]At higher levels[/B]: Every 2 slot levels above 1 the damage of the Fire Bolt increases by 1d10, and the duration increases by 1 hour. Now hand out additional slots to fuel these Imbue spells and additional spells known to have them prepared/known/etc. [/QUOTE]
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