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General Tabletop Discussion
*Pathfinder & Starfinder
Cantrips as encounter powers?
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<blockquote data-quote="Daern" data-source="post: 5941696" data-attributes="member: 81800"><p><strong>I posted this on my blog...</strong></p><p></p><p>So I've been thinking about D&D Type V a bit. Like I said, it was fine, and more like my current style than Type IV, but the Wizard's At-Will Magic Missile thing bugged me. Automatic damage is kinda lame unless its a full on spell like Flaming Hands where the monsters roll saving throws to halve the damage.</p><p></p><p>The problem is that automatic damage makes your decisions less strategic/tactical.</p><p></p><p>Wizards have always been the class where you have to think a little bit harder about what you are going to do. These at-will cantrips take that away, making them more like super hero powers.</p><p></p><p>My solution: Make all At-wills Encounter Powers. This makes the decision to use such spells more of a decision, but keeps them available throughout the session. </p><p></p><p>Of course, a big problem with Encounter Powers is the "<a href="http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer" target="_blank">dissociated mechanics</a>" issue, but that is easily worked around with spells. Simply make the rule that all Cantrips and Orisons require 1 minute of preparation each between casting. (This would involve some sort of quick ritual or component prep) One minute prep means possible to get a spell back during a particularly long battle but it is not an option to simply cast spells like a fighter swinging a sword. </p><p></p><p>Presto, fixed!</p></blockquote><p></p>
[QUOTE="Daern, post: 5941696, member: 81800"] [b]I posted this on my blog...[/b] So I've been thinking about D&D Type V a bit. Like I said, it was fine, and more like my current style than Type IV, but the Wizard's At-Will Magic Missile thing bugged me. Automatic damage is kinda lame unless its a full on spell like Flaming Hands where the monsters roll saving throws to halve the damage. The problem is that automatic damage makes your decisions less strategic/tactical. Wizards have always been the class where you have to think a little bit harder about what you are going to do. These at-will cantrips take that away, making them more like super hero powers. My solution: Make all At-wills Encounter Powers. This makes the decision to use such spells more of a decision, but keeps them available throughout the session. Of course, a big problem with Encounter Powers is the "[URL="http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer"]dissociated mechanics[/URL]" issue, but that is easily worked around with spells. Simply make the rule that all Cantrips and Orisons require 1 minute of preparation each between casting. (This would involve some sort of quick ritual or component prep) One minute prep means possible to get a spell back during a particularly long battle but it is not an option to simply cast spells like a fighter swinging a sword. Presto, fixed! [/QUOTE]
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Cantrips as encounter powers?
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