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Friends cantrip revisited
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<blockquote data-quote="Sword of Spirit" data-source="post: 6645095" data-attributes="member: 6677017"><p>I'm working on my house rules, and I was planning to change <em>friends</em> like this:</p><p></p><p>"A creature influenced by this spell does not necessarily become hostile or know that they were manipulated by magic. After the spell duration ends, the creature is immune to being influenced by you with this spell for the next 24 hours."</p><p></p><p>However, the more I think about it, I'm not even sure that second sentence is necessary.</p><p></p><p>I'm comparing it with the other two spells that it should be compared with: <em>guidance (cantrip)</em> and <em>charm person (1st-level)</em>. The more I look at it, the less I feel that it would be unbalanced to simply remove the negative consequences and not add in any other restrictions (Ie, use the first sentence of my house rule and eliminate the second sentence).</p><p></p><p>Let's compare it to <em>guidance.</em> My proposed f<em>riends</em> gets advantage, which is usually better than +1d4. But <em>guidance</em> works on <em>any</em> check, will still work on a hostile opponent, and can be cast on someone else instead of just yourself. It doesn't seem to me that <em>friends</em> is noticeably better than <em>guidance</em>. Would anyone like to share their opinions on the balance between these two spells (applying the first sentence from my house rule to <em>friends</em>)?</p><p></p><p>Let's compare it to <em>charm person</em>, realizing that it needs to be weaker than a 1st-level spell. My proposed <em>friends</em> has the benefits of not requiring a saving throw, not necessarily* tipping off the target after it expires, and having unlimited castings. <em>Charm person</em> has the benefits of a 30' range, lasts an hour with no concentration, can be cast on a hostile creature, and the charmed creature regard you as a friendly acquaintance. Now, if you take that last feature as merely fluff, it seems like <em>charm person</em> is still a useful spell, but perhaps not as much better than <em>friends</em> as one might like. But if you actually take into account the ramifications of the target becoming a friendly acquaintance for an hour vs. having fuzzy judgement for a minute it seems like <em>charm person</em> really does have a lot going for it. But is it enough? How about opinions on the superiority (or lack thereof) of <em>charm person</em> over my proposed house rule (first sentence only) to <em>friends</em>?</p><p></p><p>I'd also appreciate any other feedback that might help me sort out any balance issues I'm not seeing.</p><p></p><p>Thanks!</p><p></p><p></p><p>* By this I mean that they might guess something was up if you convinced them to do something totally out of character, but they might just think they were using bad judgment, and if you only use it for subtle things the chance of being noticed is pretty slim.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6645095, member: 6677017"] I'm working on my house rules, and I was planning to change [I]friends[/I] like this: "A creature influenced by this spell does not necessarily become hostile or know that they were manipulated by magic. After the spell duration ends, the creature is immune to being influenced by you with this spell for the next 24 hours." However, the more I think about it, I'm not even sure that second sentence is necessary. I'm comparing it with the other two spells that it should be compared with: [I]guidance (cantrip)[/I] and [I]charm person (1st-level)[/I]. The more I look at it, the less I feel that it would be unbalanced to simply remove the negative consequences and not add in any other restrictions (Ie, use the first sentence of my house rule and eliminate the second sentence). Let's compare it to [I]guidance.[/I] My proposed f[I]riends[/I] gets advantage, which is usually better than +1d4. But [I]guidance[/I] works on [I]any[/I] check, will still work on a hostile opponent, and can be cast on someone else instead of just yourself. It doesn't seem to me that [I]friends[/I] is noticeably better than [I]guidance[/I]. Would anyone like to share their opinions on the balance between these two spells (applying the first sentence from my house rule to [I]friends[/I])? Let's compare it to [I]charm person[/I], realizing that it needs to be weaker than a 1st-level spell. My proposed [I]friends[/I] has the benefits of not requiring a saving throw, not necessarily* tipping off the target after it expires, and having unlimited castings. [I]Charm person[/I] has the benefits of a 30' range, lasts an hour with no concentration, can be cast on a hostile creature, and the charmed creature regard you as a friendly acquaintance. Now, if you take that last feature as merely fluff, it seems like [I]charm person[/I] is still a useful spell, but perhaps not as much better than [I]friends[/I] as one might like. But if you actually take into account the ramifications of the target becoming a friendly acquaintance for an hour vs. having fuzzy judgement for a minute it seems like [I]charm person[/I] really does have a lot going for it. But is it enough? How about opinions on the superiority (or lack thereof) of [I]charm person[/I] over my proposed house rule (first sentence only) to [I]friends[/I]? I'd also appreciate any other feedback that might help me sort out any balance issues I'm not seeing. Thanks! * By this I mean that they might guess something was up if you convinced them to do something totally out of character, but they might just think they were using bad judgment, and if you only use it for subtle things the chance of being noticed is pretty slim. [/QUOTE]
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