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General Tabletop Discussion
*Dungeons & Dragons
Limiting cantrips - advice needed
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<blockquote data-quote="77IM" data-source="post: 6604081" data-attributes="member: 12377"><p>I like the 4 per short rest idea the best. For some reason 5 per short rest seems more fair to me. I think the ideal you are shooting for is a limit on cantrips that is low enough that people will hit the limit from time to time, but high enough that DPS is maintained most of the time.</p><p></p><p>Another idea: 4 cantrips per day, and if you spend a 1st-level spell slot you get all 4 cantrip slots back. Maybe give dedicated casters 1 additional 1st-level spell slot?</p><p></p><p>Rather than converting cantrips to 1st-level spells, you could also just increase their damage slightly. For example, maybe you don't limit the number of cantrips cast, but say something like: damage-dealing cantrips always do minimum damage, except 5/day you can roll for damage plus roll an additional die. So now the wizard who is spamming <em>firebolt</em> is mostly doing 1 point of fire damage... that's like prestidigitation-level damage, but 5/day he can deal 2d10 damage, which is pretty spiffy (although still not as good as a 1st-level spell).</p><p></p><p>Something to consider is that there are ways for non-casters to get cantrips (the Eldritch Knight and Arcane Trickster classes, or the Magic Initiate feat) so make sure those characters are not too hosed by your rules change. (This is why I like the 5-per-short-rest idea the best, as it seems to affect everyone evenly.)</p></blockquote><p></p>
[QUOTE="77IM, post: 6604081, member: 12377"] I like the 4 per short rest idea the best. For some reason 5 per short rest seems more fair to me. I think the ideal you are shooting for is a limit on cantrips that is low enough that people will hit the limit from time to time, but high enough that DPS is maintained most of the time. Another idea: 4 cantrips per day, and if you spend a 1st-level spell slot you get all 4 cantrip slots back. Maybe give dedicated casters 1 additional 1st-level spell slot? Rather than converting cantrips to 1st-level spells, you could also just increase their damage slightly. For example, maybe you don't limit the number of cantrips cast, but say something like: damage-dealing cantrips always do minimum damage, except 5/day you can roll for damage plus roll an additional die. So now the wizard who is spamming [i]firebolt[/i] is mostly doing 1 point of fire damage... that's like prestidigitation-level damage, but 5/day he can deal 2d10 damage, which is pretty spiffy (although still not as good as a 1st-level spell). Something to consider is that there are ways for non-casters to get cantrips (the Eldritch Knight and Arcane Trickster classes, or the Magic Initiate feat) so make sure those characters are not too hosed by your rules change. (This is why I like the 5-per-short-rest idea the best, as it seems to affect everyone evenly.) [/QUOTE]
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Limiting cantrips - advice needed
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