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[GUIDE] Arrive on Time - A General Guide to Wizardry
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<blockquote data-quote="NADRIGOL" data-source="post: 6874106" data-attributes="member: 6803822"><p>I think you summed it up well. Cantrips being the only spells you can't pick up later, I tend to value these rather highly as long as you can think of broad-level uses for those you pick up. The skills in question are also all one-off type skills (you know it or don't). I think these should be shared across the party, and they don't seem worth having expertise in to me. I think it really comes down to the style of your DM when it comes to skill checks, and how often you think those extra cantrips will benefit you.</p></blockquote><p></p>
[QUOTE="NADRIGOL, post: 6874106, member: 6803822"] I think you summed it up well. Cantrips being the only spells you can't pick up later, I tend to value these rather highly as long as you can think of broad-level uses for those you pick up. The skills in question are also all one-off type skills (you know it or don't). I think these should be shared across the party, and they don't seem worth having expertise in to me. I think it really comes down to the style of your DM when it comes to skill checks, and how often you think those extra cantrips will benefit you. [/QUOTE]
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[GUIDE] Arrive on Time - A General Guide to Wizardry
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