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Limiting cantrips - advice needed
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<blockquote data-quote="Matuco" data-source="post: 6604436" data-attributes="member: 6794702"><p>Apparently the major problem is the "free" scaling effect that cantrips have at higher levels and that the damage/game balance has been built around cantrips.</p><p>To ilustrate, at level 1 a firebolt does ~5,5 dmg / cast while a magic missile does 10,5 dmg, which is about double the dmg, to maintain that same ratio at level 17 when the firebolt does 5,5*4=22, the wizard would have to cast a level 9 magic missile (12d4+12=42), which is the most rare resource (1 / day) - this is obviously not a real game situation, but intented only for balance testing. That leaves level 1 spells mostly to supportive roles (which is nice to have just a very few powerfull spells and the rest mostly to support - very narrative like feeling, but probably not well balanced witout the cantrips.)</p><p></p><p>For those like us (I'm playing the wizard of the OP group) that like to <strong>make magic game changing but a rare resource</strong>, the most attractive idea is to make a way to really limit cantrips but maintain the efficacy of wizards in combat (either trough dmg or control). Combat cantrips are probably balanced, being the main problem flavor and roleplaying (Gandalf and Raistlin doesn't run around blasting stuff every 6 seconds, but when they do cast a spell it changes the battlefield).</p><p></p><p>Dausuul's idea of the magic weapon seems good to me, but limits every wizard to Always rely on weapons (which some find good, like my military elf wizard who is good with the longbow, but the player with the fragile scholar like wizard will find no fun in that).</p><p></p><p>Trying to come up with something like cutting cantrips or limiting to 6/day BUT giving like X levels of heighened spell, so one could cast a level 1 spell with a higher level effect but spending these points instead of actually a higher level spell (like a rod of heighened spell was in 3.5). I need to do some detailed work on the math to get to the balance of this. Also need to search what kind of uninteded exploits this might lead to.</p><p></p><p>Thanks all guys for helping our group!</p><p>PS.: sorry for edits, posting from working and new to 5e</p></blockquote><p></p>
[QUOTE="Matuco, post: 6604436, member: 6794702"] Apparently the major problem is the "free" scaling effect that cantrips have at higher levels and that the damage/game balance has been built around cantrips. To ilustrate, at level 1 a firebolt does ~5,5 dmg / cast while a magic missile does 10,5 dmg, which is about double the dmg, to maintain that same ratio at level 17 when the firebolt does 5,5*4=22, the wizard would have to cast a level 9 magic missile (12d4+12=42), which is the most rare resource (1 / day) - this is obviously not a real game situation, but intented only for balance testing. That leaves level 1 spells mostly to supportive roles (which is nice to have just a very few powerfull spells and the rest mostly to support - very narrative like feeling, but probably not well balanced witout the cantrips.) For those like us (I'm playing the wizard of the OP group) that like to [B]make magic game changing but a rare resource[/B], the most attractive idea is to make a way to really limit cantrips but maintain the efficacy of wizards in combat (either trough dmg or control). Combat cantrips are probably balanced, being the main problem flavor and roleplaying (Gandalf and Raistlin doesn't run around blasting stuff every 6 seconds, but when they do cast a spell it changes the battlefield). Dausuul's idea of the magic weapon seems good to me, but limits every wizard to Always rely on weapons (which some find good, like my military elf wizard who is good with the longbow, but the player with the fragile scholar like wizard will find no fun in that). Trying to come up with something like cutting cantrips or limiting to 6/day BUT giving like X levels of heighened spell, so one could cast a level 1 spell with a higher level effect but spending these points instead of actually a higher level spell (like a rod of heighened spell was in 3.5). I need to do some detailed work on the math to get to the balance of this. Also need to search what kind of uninteded exploits this might lead to. Thanks all guys for helping our group! PS.: sorry for edits, posting from working and new to 5e [/QUOTE]
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