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Homebrew cantrip help
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<blockquote data-quote="clearstream" data-source="post: 8181493" data-attributes="member: 71699"><p>The challenge is that the OP has specified "<em>I'd love to encourage the RP concept of the buff guy who's kind of a wizard under protest, but I'm not sure how to find a good compromise on this one. Any thoughts?</em>" and wanted a cantrip to be investigated as a possible solution.</p><p></p><p>When I look at core rules and other published materials, being strong - buff - isn't just about hitting things more easily and harder, and grappling, but also pushing, pulling and lifting. Changing score rather than directly changing modifier or giving advantage is one way to achieve that. Maybe something like -</p><p></p><p><strong>Transmutation cantrip</strong></p><p><strong>Casting time</strong>: 1 action</p><p><strong>Range</strong>: Self</p><p><strong>Components</strong>: V, S, M (chalk dust)</p><p><strong>Duration</strong>: 1 minute, Concentration</p><p><strong>Effect</strong>: Until the spell ends, your Strength score becomes <strong>14</strong> </p><p><strong>Alternative for Effect:</strong> Until the spell ends, you gain <strong>+2</strong> to your Strength ability score</p><p></p><p>I have no iron in the fire regards the power level of the spell. I wouldn't add such a spell in my campaign for some of the reasons others have mentioned. In particular, the wizard spell list is often pulled from by class features and feats which makes it tricky to balance right for all cases. I suspect that +2 ability score in exchange for an action and concentration is okay (+1 Attack, +1 Damage, +1 Save, +30 CC, +60 Lift, +2' Long Jump)... but then maybe not.</p><p></p><p>A basic goal in design is just to find something distinctive, that speaks to your aims, that has enough potential to be worth playtesting. To give yourself a shot at writing a rule that players will find exciting to use, it can be worth going a few increments <em>past</em> where you guess balance would safely be. Then you pull it back after testing. You see that strategy in a lot of UA prototypes.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8181493, member: 71699"] The challenge is that the OP has specified "[I]I'd love to encourage the RP concept of the buff guy who's kind of a wizard under protest, but I'm not sure how to find a good compromise on this one. Any thoughts?[/I]" and wanted a cantrip to be investigated as a possible solution. When I look at core rules and other published materials, being strong - buff - isn't just about hitting things more easily and harder, and grappling, but also pushing, pulling and lifting. Changing score rather than directly changing modifier or giving advantage is one way to achieve that. Maybe something like - [B]Transmutation cantrip Casting time[/B]: 1 action [B]Range[/B]: Self [B]Components[/B]: V, S, M (chalk dust) [B]Duration[/B]: 1 minute, Concentration [B]Effect[/B]: Until the spell ends, your Strength score becomes [B]14[/B] [B]Alternative for Effect:[/B] Until the spell ends, you gain [B]+2[/B] to your Strength ability score I have no iron in the fire regards the power level of the spell. I wouldn't add such a spell in my campaign for some of the reasons others have mentioned. In particular, the wizard spell list is often pulled from by class features and feats which makes it tricky to balance right for all cases. I suspect that +2 ability score in exchange for an action and concentration is okay (+1 Attack, +1 Damage, +1 Save, +30 CC, +60 Lift, +2' Long Jump)... but then maybe not. A basic goal in design is just to find something distinctive, that speaks to your aims, that has enough potential to be worth playtesting. To give yourself a shot at writing a rule that players will find exciting to use, it can be worth going a few increments [I]past[/I] where you guess balance would safely be. Then you pull it back after testing. You see that strategy in a lot of UA prototypes. [/QUOTE]
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