Paul Farquhar
Legend
5e doesn't really define what a "spell slot" is in in-world language.
For me, that edition is 1e/2e.If only there was an edition of D&D that had solved this problem . . .
I believe Cantrips exist for gamist and narrative reasons, I don't know how that lines up with how you use the word "mechanical" here.I want to preface this by saying this is not a call to change how cantrips and spells work; I presume that the current system exists for reasons related to mechanical balance.
There's one incorrect word here that changes the entire meaning. "D&D's spellcasting systems all evolved...". That word renders the rest false. If you replace it with "prepared spells prior to spell slots" you're on the money. But later additions to spellcasting, including both the cantrip and having spells known and spell slots separated are not Vancian. 5e does not have a single true Vancian caster in the idea of pre-casting, since you can use any slot to cast any of your spells. All of that has been replaced.What I'm curious about is the narrative; D&D's spellcasting systems all evolved from an interpretation of what's going on in Jack Vance's Dying Earth novels (or, as I'm more familiar with, Roger Zelazny's Chronicles of Amber)- the Wizard takes time to "pre-cast" a spell in advance, to be released at a later time by leaving a few threads of magic unwoven (or something to that effect).
I'm not sure I should get into this as it is a tangent to the main point, but from a class balance perspective these are on completely different metrics. If low level spells continued to beat high level martial at-wills, then there would never be class balance since casters also would have high level spells, and there's only so many Actions of casting per adventuring day. So leveled spells need to not scale. On the other hand, cantrips aren't being judged as spells of a particular level, they are being judged as "inferior martial at-wills", and as mentioned above they need to stay relevant and worth spending an action on, so as at-wills increase they need to keep pace, though a few steps behind. It's why they scale with character level and not with caster level, so that some multiclassing choices won't render them irrelevant.You can see this in play with Rituals, which can be used with no "cost" in spell slots, but take a lot of time to use. But Cantrips exist in this funny space, where they can do a lot for a very minimal cost, even if they eventually outperform low-level spells!
Here you're looking for an in-world explanation of a gamist design choice. I don't think we've ever been given an official one. My own personal take is a bit like upcasting (another non-Vancian concept), where with experience you can put more "oomph" into something. For leveled spells they have a measured effort / resource cost, so that needs to be boosted up and is a choice to use. But cantrips the amount of magical put in is so light - the reason you can cast them without using resources - that putting in more magical energy is still a trivial amount, so you are effectively always upcasting them when you can. But again, that's just personal headcanon to explain something we haven't been given an in-world explanation for. It just as easily could be the "10,000 hours to master", where cantrips are the only spells you do enough to master like that, or some other explanation. That one also fits well into Wizards getting signature spells with Spell Mastery that no longer use resources to cast.What's going on, do you suppose, in-universe, that allows someone to wield a cantrip more efficiently and still maintain an arbitrary amount of uses per diem, but does not allow you to wield a spell more efficiently without using more and more of your allotment of magic energy? Even a Wizard who has attained Spell Mastery and could use Ice Knife at will like a cantrip, still only ever gains the minimum effect!
The only class that automatically scales spells is the Warlock, but even they are limited to X casts per day, as they must rest an hour to recover their slots.
So what is going on with Cantrips that causes them to function so differently from other spells? Why isn't there a dedicated Cantrip caster, who gets a large number of Cantrips and focuses on empowering them, not really caring about "spell slots" (the Warlock can be built in this fashion, but even they can mess around with leveled spells, not to mention Rituals)? You'd think there'd be some kind of Fighter or Rogue archetype called the "Cantrip Master" or something.
Except that the game has taken the Wizard, from being less useful at low levels until they get into their power groove (which one knew and accepted for playing a Wizard), and now made them ‘useful’ and ‘contributing’ out of the gate and into their power groove and beyond. While the fighter, arguably more useful at the beginning - swinging swords is free, after all - to then being sidelined while the Wizard handles combat, control, buffing (albeit a lot less than previous editions), as well as all kinds of out of combat applications.My own take on "unlimited" cantrips is that it's like "unlimited" sword swings. No one really thinks a fighter can swing a sword 38,400 times in a day - it's just the the limit is too high to worry about in normal play. So we skip the part where we track sword swings. Or fire bolts. "You can only cast fire bolt 30 times a day" isn't really different at the table than you can cast it at will.
The fact that cantrips also scale is just a response to hit point bloat, but it does make sense that a 17th-level wizard is better at setting people on fire than a 1st-level wizard, even using the simplest, least taxing spell in their arsenal.
The real root of this problem is that spells give narrative control to the caster. A wizard casting fabricate can build an effective raft or boat or whatever, with an action regardless of their experience with boats or rafts.Except that the game has taken the Wizard, from being less useful at low levels until they get into their power groove (which one knew and accepted for playing a Wizard), and now made them ‘useful’ and ‘contributing’ out of the gate and into their power groove and beyond. While the fighter, arguably more useful at the beginning - swinging swords is free, after all - to then being sidelined while the Wizard handles combat, control, buffing (albeit a lot less than previous editions), as well as all kinds of out of combat applications.
So we stop the Wizard from twiddling his thumbs a bit (early in his career), but allow the fighter to keep twiddling his thumbs every time there is a non-smash things with a sword situation, and almost every non-combat situation while the Wizard uses ‘free’ and slotted spells to overcome whatever. Sure, sounds fair. And we’re right back where we started, where one class twiddles, and guess what, it ain’t the Wizard. (Cue discussion about mystic fighters and buffing this, which requires a buff of that, but then we need to buff the other thing. You do know, you can’t buff everything forever, right?)
Maybe this is why this problem never seems to happen to me in real life? I don't play with dm's who wouldn't let a fighter build a raft. Maybe not as easily as using a spell slot, but if you have the time then it goes to whoever would know the most about boats.The real root of this problem is that spells give narrative control to the caster. A wizard casting fabricate can build an effective raft or boat or whatever, with an action regardless of their experience with boats or rafts.
A fighter, no matter how skilled in raft making is likely to be allowed just narrate that they build a raft. This is as much a problem with the tradition of D&D DM'ing as it is with the rules.
No, I have the same experience. I find many of the arguments on this issue quickly devolve into hyperbole and black/white statements.Maybe this is why this problem never seems to happen to me in real life? I don't play with dm's who wouldn't let a fighter build a raft. Maybe not as easily as using a spell slot, but if you have the time then it goes to whoever would know the most about boats.
I've also found that, at least in 5e, the fact that you can't prepare every spell means that in practice you can only do so much. Having the right spell for every situation assumes you have an infinite spellbook and a long rest between knowing what you're up against and needing to act on it. That doesn't seem to come up much when I play but maybe I'm the outlier?
Gating stuff behind a die roll that you can just do given time is deeply embedded into D&D.Maybe this is why this problem never seems to happen to me in real life? I don't play with dm's who wouldn't let a fighter build a raft. Maybe not as easily as using a spell slot, but if you have the time then it goes to whoever would know the most about boats.
No you are not an outlier but if one has a spell prepared (or a ritual) that solves the current problem then it solves the problem. All other solution need the permission of the DM. Whether this is a problem or not will vary by table but a lot of DMs default to "no" as the response to declarations of actions out of the usual.I've also found that, at least in 5e, the fact that you can't prepare every spell means that in practice you can only do so much. Having the right spell for every situation assumes you have an infinite spellbook and a long rest between knowing what you're up against and needing to act on it. That doesn't seem to come up much when I play but maybe I'm the outlier?
As I've said elsewhere, and I hope we don't belabor this point too much (it's been discussed to death elsewhere), the concept of martial/caster disparity occurs because spellcasters have a higher ceiling than non-casters. It's quite possible in a given game (and in many, I believe) where the caster focuses on spells that synergize well with the rest of the party (such as damage dealing) and doesn't often have a silver bullet prepared at any given moment, because, again, spell preparations are limited.Maybe this is why this problem never seems to happen to me in real life? I don't play with dm's who wouldn't let a fighter build a raft. Maybe not as easily as using a spell slot, but if you have the time then it goes to whoever would know the most about boats.
I've also found that, at least in 5e, the fact that you can't prepare every spell means that in practice you can only do so much. Having the right spell for every situation assumes you have an infinite spellbook and a long rest between knowing what you're up against and needing to act on it. That doesn't seem to come up much when I play but maybe I'm the outlier?