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General Tabletop Discussion
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Cantrip nerf (house rule brainstorm)
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<blockquote data-quote="Jaeger" data-source="post: 8238265" data-attributes="member: 27996"><p>The right way for 'get off my lawn' grognards to deal with cantrips is to bring <em>True</em> Vancian Magic back to D&D!</p><p></p><p>So in that spirit... Death to cantrips! We're gonna Make Vancian Magic Great Again! MVMGA!</p><p></p><p>Here's what we do:</p><p></p><p>Cantrips Known = Universal Spell Slots</p><p></p><p>Cantrips known are now Universal spell Slots. Which you can use for any spells that you have access to equal to 1/2 your level.</p><p></p><p>So a level 10 wizard with spell slots for levels 1,2,3,4,5. Can use his 5 universal spell slots for level 1,2, or 3 spells.</p><p></p><p>So Wizards will start with 5 total spell slots - 2 1st level, 3 universal. Which of course means that at low levels Casters are able to use a lot of 1st and 2nd level spells.</p><p></p><p>And if their are class abilities that allow boosts to cantrips Casters get to apply that to their spells.</p><p></p><p>Now here's the MVMGA catch:</p><p></p><p>In true Vancian Magic fashion; All Spell Slots must have their spells selected each day - for the day. (Or when that Spell slot is again available at the End of a Long Rest.)</p><p></p><p>At the end of a Long Rest they can switch spells in a slot if it has gone unused.</p><p></p><p>Thinking ahead will be a thing. If they think wrong... that's just the way the Vancian cookie crumbles!</p><p></p><p>Now you know why Gandalf carried a sword. So get in there and cut that Filthy Orc down!</p><p></p><p>In the true spirit of MVMGA, I have no idea what the knock on effects of this would be for Caster PC's or in a campaign, as precisely Zero playtesting has been done.</p><p></p><p>But that doesn't really matter...</p><p></p><p>Because True Vancian Magic is Back Baby!</p><p></p><p>We're gonna make it Great Again, and it's Gonna be Good.</p><p></p><p>So True.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8238265, member: 27996"] The right way for 'get off my lawn' grognards to deal with cantrips is to bring [I]True[/I] Vancian Magic back to D&D! So in that spirit... Death to cantrips! We're gonna Make Vancian Magic Great Again! MVMGA! Here's what we do: Cantrips Known = Universal Spell Slots Cantrips known are now Universal spell Slots. Which you can use for any spells that you have access to equal to 1/2 your level. So a level 10 wizard with spell slots for levels 1,2,3,4,5. Can use his 5 universal spell slots for level 1,2, or 3 spells. So Wizards will start with 5 total spell slots - 2 1st level, 3 universal. Which of course means that at low levels Casters are able to use a lot of 1st and 2nd level spells. And if their are class abilities that allow boosts to cantrips Casters get to apply that to their spells. Now here's the MVMGA catch: In true Vancian Magic fashion; All Spell Slots must have their spells selected each day - for the day. (Or when that Spell slot is again available at the End of a Long Rest.) At the end of a Long Rest they can switch spells in a slot if it has gone unused. Thinking ahead will be a thing. If they think wrong... that's just the way the Vancian cookie crumbles! Now you know why Gandalf carried a sword. So get in there and cut that Filthy Orc down! In the true spirit of MVMGA, I have no idea what the knock on effects of this would be for Caster PC's or in a campaign, as precisely Zero playtesting has been done. But that doesn't really matter... Because True Vancian Magic is Back Baby! We're gonna make it Great Again, and it's Gonna be Good. So True. [/QUOTE]
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