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Does the "Friends" cantrip need a fix?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6616145" data-attributes="member: 6677017"><p>A lot of the ones with little to no combat utility have great role-playing usefulness. <em>Prestidigitation, thaumaturgy, druidcraft,</em> and their elemental kin <em>gust, mold earth, shape water, control flames (well maybe not so much that one)</em> can be great fun. <em>Mage hand</em> is in the same category. You can use them all the time. I've had characters regularly use <em>prestidigitation</em> just to keep their clothes clean and dry. They add to the game on a regularly basis. <em>Light</em> gets use constantly in my games. Torches and lanterns require free hands and if no one started with <em>light</em> the PCs tend to get sick of that and at least one of them picks up <em>light</em> at the first opportunity. <em>Dancing lights</em> got used by the drow instead of <em>light</em> all the time. Our cleric used <em>resistance</em> some of the time, though he forgot to use it as often as he could have. It's a nice little spell to cast before busting into the room with the monsters.</p><p></p><p>In addition the to the other three I mentioned, the only ones I haven't seen get a lot of use in my games (or know I would love to have and use myself) would be <em>mending</em>, <em>message</em>, and <em>spare the dying.</em> <em>Mending</em> and <em>message</em> are a little more situational, but I can still see them being effectively used more frequently than <em>blade ward</em>, <em>true strike</em>, or <em>friends</em>. <em>Spare the dying</em> is a hard one to place. No one has taken it in my groups. Since you can do the same thing with a healing kit, it's rather underwhelming (though the playtest version was a bit too good). It's actually most useful for a death domain cleric, because you can get 2 downed allies for the price of 1.</p><p></p><p>Another note on <em>blade ward</em> and <em>true strike</em>--I've had players taken them but <em>never</em> had a player cast them.</p><p></p><p>The worse cantrips from my perspective are <em>friends</em>, <em>blade ward</em> and <em>true strike</em>. They just aren't going to get used nearly enough to justify being an at-will spells. And <em>friends</em> is misnamed. Perhaps it was an editing error and it should have been called <em>"friends"</em>.</p><p></p><p>All of the other cantrips are either good or passable. The weaker ones are <em>mending, message</em> and <em>spare the dying</em>.</p><p></p><p>So I really do think there is a problem with <em>friends</em> and his two underachieving buddies, because they aren't going to be used as often as a spell ought to be used to justify being at-will.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6616145, member: 6677017"] A lot of the ones with little to no combat utility have great role-playing usefulness. [I]Prestidigitation, thaumaturgy, druidcraft,[/I] and their elemental kin [I]gust, mold earth, shape water, control flames (well maybe not so much that one)[/I] can be great fun. [I]Mage hand[/I] is in the same category. You can use them all the time. I've had characters regularly use [I]prestidigitation[/I] just to keep their clothes clean and dry. They add to the game on a regularly basis. [I]Light[/I] gets use constantly in my games. Torches and lanterns require free hands and if no one started with [I]light[/I] the PCs tend to get sick of that and at least one of them picks up [I]light[/I] at the first opportunity. [I]Dancing lights[/I] got used by the drow instead of [I]light[/I] all the time. Our cleric used [I]resistance[/I] some of the time, though he forgot to use it as often as he could have. It's a nice little spell to cast before busting into the room with the monsters. In addition the to the other three I mentioned, the only ones I haven't seen get a lot of use in my games (or know I would love to have and use myself) would be [I]mending[/I], [I]message[/I], and [I]spare the dying.[/I] [I]Mending[/I] and [I]message[/I] are a little more situational, but I can still see them being effectively used more frequently than [I]blade ward[/I], [I]true strike[/I], or [I]friends[/I]. [I]Spare the dying[/I] is a hard one to place. No one has taken it in my groups. Since you can do the same thing with a healing kit, it's rather underwhelming (though the playtest version was a bit too good). It's actually most useful for a death domain cleric, because you can get 2 downed allies for the price of 1. Another note on [I]blade ward[/I] and [I]true strike[/I]--I've had players taken them but [I]never[/I] had a player cast them. The worse cantrips from my perspective are [I]friends[/I], [I]blade ward[/I] and [I]true strike[/I]. They just aren't going to get used nearly enough to justify being an at-will spells. And [I]friends[/I] is misnamed. Perhaps it was an editing error and it should have been called [I]"friends"[/I]. All of the other cantrips are either good or passable. The weaker ones are [I]mending, message[/I] and [I]spare the dying[/I]. So I really do think there is a problem with [I]friends[/I] and his two underachieving buddies, because they aren't going to be used as often as a spell ought to be used to justify being at-will. [/QUOTE]
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Does the "Friends" cantrip need a fix?
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