famousringo
First Post
I'll grant you that a lot of cantrips are mostly fluff, but as just one example, Light is way more useful than a torch.With the exception of guidance (which in my opinion is a little too good) and damage causing cantrips, all other cantrips are very limited or subject to a lot of situational adjudication by the dm. Minor Illusion, Thaumaturgy, Dancing lights, and prestidigitation only have mechanically equitable effects if the DM basically invents them. Light can be replaced by a torch. True strike costs an action, thus rarely more equitable then just 2 attacks. Message in most situations can be accomplished with hand signals. Mending, situationally useful since there are no basic rules for items breaking through regular use.
What cantrips aside from damage causing and guidance are measurably better then friends?
When I look at cantrips, I think two general roles are being fielded in the design; basic at will weapons for casters, and minor magical abilities that are designed to advance the gestalt feel of 'magic' to the player. Where the light cantrip allows me to have light without a torch, friends allows me advantage to a cha checks without a friend. Had friends granted adv without a possible consequence (hostility) it would be (like guidance) too good as compared to other cantrips, and possibly grant charachters without a charisma focus a commensurate capability as those who do specialize in charisma (and that would be bad design).
First off, cast Light on your equipment and you free up a precious hand for larger weapons, shields, or spellcasting. When you want stealth instead of illumination, the 'lit' object can be hidden and revealed with a simple object interaction, while lighting and dousing a fire takes considerably more effort. The fact it illuminates without being a fire hazard can be quite valuable while exploring dusty, cobwebbed ruins. You can cast Light on an arrow and illuminate something much farther than you can throw a torch, or launch the arrow into a creature and use the light to help track it. Toss a 'lit' coin underwater to illuminate areas where fire doesn't work at all.
I'd make similar arguments for Message and Minor Illusion, and even fluffier cantrips like Prestidigitation can open up some clever tricks without automatically counterproductive consequences.
Light is way cool. It lights all sorts of things in ways they can't be lit without magic. Unlike the Friends spell, which is vastly better at making enemies than making friends and rarely better than simply taking your chances on a CHA check without advantage.
Guidance does Friends' job better than Friends does, which I don't think can be said of any other cantrip, despite Guidance being super powerful.