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Does the "Friends" cantrip need a fix?
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<blockquote data-quote="zago" data-source="post: 6614517" data-attributes="member: 6794539"><p>[MENTION=6787650]emdw45[/MENTION] </p><p></p><p>I think, non-combat cantrips are by design, weak (and quite fairly might I add). Looking squarely at guidance (as an example of cantrip that <strong>wasn't</strong> well balanced). We eventually house ruled a fair amount of "logical" limitations to it's use, to prevent it from acting as a constant d4 bonus to every skill being rolled by a cleric in one group and a druid in another (a situation where a skilled character was performing worse on checks than a unskilled cleric with guidance, can cause some resentment). </p><p></p><p>I think the design for pretty much the rest are meant to be somewhat limited. Its the reason why many aren't well defined. Can I intimidate with Thamaturgy? DM's decision. Can I scare an opponent away with minor illusion? DM decision. This is seemingly purposeful, because raw redundant mechanical benefits can become taxing to the game play (like guidance). I love message btw, but again my impression of cantrips is they are meant to be mediocre (magical) options when a perfect solution isn't present or you want to save more effective spell resources. </p><p></p><p>Here is an important point. Friends is fun. Friends creates an exciting moment out of something that is frequently mechanically lame. Friends is a player initiated DM opportunity for shenanigans. You conned that merchant into selling that item for less, and later that night while your eating dinner he walks into the tavern sits next to his old friend the barkeep, belly aching over how he was swindled out of 5g from a lowlife wizard....</p><p></p><p>..Or just when the party returns to Phandolin after routing the rebrands, and whilst hearing the praises from the villagers, one quite elderly man with a butcher knife held high cries out THEIF! and charges towards the wizard (who is currently held aloft on the shoulders of two stunned villagers)...</p><p></p><p>How can anyone hate this cantrip?</p></blockquote><p></p>
[QUOTE="zago, post: 6614517, member: 6794539"] [MENTION=6787650]emdw45[/MENTION] I think, non-combat cantrips are by design, weak (and quite fairly might I add). Looking squarely at guidance (as an example of cantrip that [B]wasn't[/B] well balanced). We eventually house ruled a fair amount of "logical" limitations to it's use, to prevent it from acting as a constant d4 bonus to every skill being rolled by a cleric in one group and a druid in another (a situation where a skilled character was performing worse on checks than a unskilled cleric with guidance, can cause some resentment). I think the design for pretty much the rest are meant to be somewhat limited. Its the reason why many aren't well defined. Can I intimidate with Thamaturgy? DM's decision. Can I scare an opponent away with minor illusion? DM decision. This is seemingly purposeful, because raw redundant mechanical benefits can become taxing to the game play (like guidance). I love message btw, but again my impression of cantrips is they are meant to be mediocre (magical) options when a perfect solution isn't present or you want to save more effective spell resources. Here is an important point. Friends is fun. Friends creates an exciting moment out of something that is frequently mechanically lame. Friends is a player initiated DM opportunity for shenanigans. You conned that merchant into selling that item for less, and later that night while your eating dinner he walks into the tavern sits next to his old friend the barkeep, belly aching over how he was swindled out of 5g from a lowlife wizard.... ..Or just when the party returns to Phandolin after routing the rebrands, and whilst hearing the praises from the villagers, one quite elderly man with a butcher knife held high cries out THEIF! and charges towards the wizard (who is currently held aloft on the shoulders of two stunned villagers)... How can anyone hate this cantrip? [/QUOTE]
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Does the "Friends" cantrip need a fix?
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