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How far can you nerf spellcasting and still consider it DnD5?
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<blockquote data-quote="bedir than" data-source="post: 6557726" data-attributes="member: 6789971"><p>Nerfing cantrips is fairly common, it seems. A standard response seems to take these down from the at will state to something that involves using each X number of times based on some combination of ability score modifier, number of cantrips knowns and level per long rest. The impact of this means that a primary caster will have to manage their resource economy in similar ways to martial only builds.</p><p></p><p>Those that would change the rest periods from short is an hour and long is eight hours to the variant of short equals an evening and long equals a rest day during a week, usually in some kind of sanctuary, also change the resource management of casters. Many who use this technique also change the pace of play, but if that isn't done casters are again reduced in power relative to non-casters.</p><p></p><p>But what if you want a lower magic world than doing both of these options? How would you do that while still allowing magic?</p><p></p><p>What if all non-cantrip spell magic (spells, invocations, ki) was rituals? Is that still DnD5? Could it be fun?</p><p></p><p>Would another option be reducing the number of spells used per long rest? Is it still DnD5? Is it still fun?</p><p></p><p>If you had a world where there was no spellcasting, but still some of the other spell-like abilities thereby changing the flavor of the world entirely are you playing the wrong game?</p><p></p><p>Building these various world concepts changes things so dramatically from DnD5, but also from most published settings (Realms, Dragonlance, Ravenloft, Greyhawk, Spelljammer are the ones with which I'm familiar). Doing this does create intrigue. It breaks most known meta-gaming because it is untested.</p><p></p><p>Is there enough pay-off with such heavy house rules that it can be more than a gimmick?</p></blockquote><p></p>
[QUOTE="bedir than, post: 6557726, member: 6789971"] Nerfing cantrips is fairly common, it seems. A standard response seems to take these down from the at will state to something that involves using each X number of times based on some combination of ability score modifier, number of cantrips knowns and level per long rest. The impact of this means that a primary caster will have to manage their resource economy in similar ways to martial only builds. Those that would change the rest periods from short is an hour and long is eight hours to the variant of short equals an evening and long equals a rest day during a week, usually in some kind of sanctuary, also change the resource management of casters. Many who use this technique also change the pace of play, but if that isn't done casters are again reduced in power relative to non-casters. But what if you want a lower magic world than doing both of these options? How would you do that while still allowing magic? What if all non-cantrip spell magic (spells, invocations, ki) was rituals? Is that still DnD5? Could it be fun? Would another option be reducing the number of spells used per long rest? Is it still DnD5? Is it still fun? If you had a world where there was no spellcasting, but still some of the other spell-like abilities thereby changing the flavor of the world entirely are you playing the wrong game? Building these various world concepts changes things so dramatically from DnD5, but also from most published settings (Realms, Dragonlance, Ravenloft, Greyhawk, Spelljammer are the ones with which I'm familiar). Doing this does create intrigue. It breaks most known meta-gaming because it is untested. Is there enough pay-off with such heavy house rules that it can be more than a gimmick? [/QUOTE]
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How far can you nerf spellcasting and still consider it DnD5?
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