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<blockquote data-quote="Ahrimon" data-source="post: 6912955" data-attributes="member: 12630"><p>Granted there is a small sample size, but the current spells each have a unique rider to them. GFB adds damage to an adjacent opponent equal to the number of bonus dice plus the spellcasting ability modifier. Against only one opponent this bonus is lost. Booming blade adds a rider that if the opponent moves they suffer the bonus damage plus an additional d8.</p><p></p><p>So, should the design space make it so that the weapon cantrips additional affects are avoidable or situational? I can think of a few that I would like to see.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Chill blade</strong>: On a hit target suffers necrotic damage equal to their spell casting ability modifier and can't regenerate hit points until the end of their next turn. Increase the damage by 1d8 at the usual spots. This is situational since the target doesn't necessarily regenerate and fits well with the situational theme.</li> <li data-xf-list-type="ul"><strong>Vampiric blade</strong>: on a hit the caster gains their spell casting ability in temporary hit points. This is an always on effect so should be limited in my opinion. Perhaps add 1d8 necrotic damage at the usual points but only increase the temp HP by two. "As you gain power the small amount of life you steal from your opponent is ripped out more violently causing them agonizing pain..."</li> <li data-xf-list-type="ul"><strong>Lightning blade</strong>: On a hit deal lightning damage equal to your spell casting ability modifier and your target cannot take reactions until it's next turn. This damage increases by 1d8 at the usual levels. This one is situational too in that it's not guaranteed that the opponent would be taking a reaction. Damage wise this is very close to the spell shocking grasp, and can even surpass it once you consider the weapon damage so it is perhaps too powerful. But it also doesn't get the shocking grasp's advantage against opponents in metal armor. Perhaps reducing the damage to 1d6 would be more appropriate.</li> <li data-xf-list-type="ul"><strong>Sacred Strike</strong>: I'm leaning towards just a no on this one. While I would love to have it, most melee clerics already receive a bonus to their damage in order to help keep them competative. Adding a cantrip to the mix could push them past the non-spell casting warriors. This also steps on the Paladins toes a bit. </li> </ul><p></p><p>I really want to see more weapon cantrips since gishes and melee casters are one of my favorite types of characters, but it's something we have to be careful with I think.</p></blockquote><p></p>
[QUOTE="Ahrimon, post: 6912955, member: 12630"] Granted there is a small sample size, but the current spells each have a unique rider to them. GFB adds damage to an adjacent opponent equal to the number of bonus dice plus the spellcasting ability modifier. Against only one opponent this bonus is lost. Booming blade adds a rider that if the opponent moves they suffer the bonus damage plus an additional d8. So, should the design space make it so that the weapon cantrips additional affects are avoidable or situational? I can think of a few that I would like to see. [LIST] [*][B]Chill blade[/B]: On a hit target suffers necrotic damage equal to their spell casting ability modifier and can't regenerate hit points until the end of their next turn. Increase the damage by 1d8 at the usual spots. This is situational since the target doesn't necessarily regenerate and fits well with the situational theme. [*][B]Vampiric blade[/B]: on a hit the caster gains their spell casting ability in temporary hit points. This is an always on effect so should be limited in my opinion. Perhaps add 1d8 necrotic damage at the usual points but only increase the temp HP by two. "As you gain power the small amount of life you steal from your opponent is ripped out more violently causing them agonizing pain..." [*][B]Lightning blade[/B]: On a hit deal lightning damage equal to your spell casting ability modifier and your target cannot take reactions until it's next turn. This damage increases by 1d8 at the usual levels. This one is situational too in that it's not guaranteed that the opponent would be taking a reaction. Damage wise this is very close to the spell shocking grasp, and can even surpass it once you consider the weapon damage so it is perhaps too powerful. But it also doesn't get the shocking grasp's advantage against opponents in metal armor. Perhaps reducing the damage to 1d6 would be more appropriate. [*][B]Sacred Strike[/B]: I'm leaning towards just a no on this one. While I would love to have it, most melee clerics already receive a bonus to their damage in order to help keep them competative. Adding a cantrip to the mix could push them past the non-spell casting warriors. This also steps on the Paladins toes a bit. [/LIST] I really want to see more weapon cantrips since gishes and melee casters are one of my favorite types of characters, but it's something we have to be careful with I think. [/QUOTE]
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