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Limiting cantrips - advice needed
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<blockquote data-quote="I'm A Banana" data-source="post: 6604494" data-attributes="member: 2067"><p>Cantrips play approximately the same role as weapons do in 5e - they're your bread-n-butter thing you hit the enemy with. Warriors get bows and greatswords, spellcasters get firebolts and acid splashes. Taking them away is roughly like taking away a fighter's ability to use high-damage weapons.</p><p></p><p>So if you want to replace the cantrips, the most straightforward thing to do is to look at things the casters will do to hit the enemies instead of cast spells using spell slots, and enhance that. For a bard, this might look like simply some extra weapon / armor proficiencies - give 'em those instead of cantrips, and that'll be fine. For wizard/sorcerer, the calculation is a little....different. going around with greatswords would be fine mechanically, but it's not strongly in-character. Most solutions that I'd propose would look basically like cantrips, so I'd want some more specifics on why cantrips are an issue. </p><p></p><p></p><p></p><p>Ah, so if there's a resource counter, you'd be happier? I'd put it at 6 per short rest, or maybe Int/Cha mod per short rest. 4 per short rest probably isn't a major issue. </p><p></p><p>I'd avoid upping their daily number of spell slots - spell slots are intentionally low, and raising them is a significant spike in power, especially given their flexibility. </p><p></p><p></p><p></p><p>Again, I'd steer away from extra spells/day and look more directly at how you expect them to contribute to a fight when they're not casting spells. That's what cantrips are there for, and any replacement should fill a similar niche.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6604494, member: 2067"] Cantrips play approximately the same role as weapons do in 5e - they're your bread-n-butter thing you hit the enemy with. Warriors get bows and greatswords, spellcasters get firebolts and acid splashes. Taking them away is roughly like taking away a fighter's ability to use high-damage weapons. So if you want to replace the cantrips, the most straightforward thing to do is to look at things the casters will do to hit the enemies instead of cast spells using spell slots, and enhance that. For a bard, this might look like simply some extra weapon / armor proficiencies - give 'em those instead of cantrips, and that'll be fine. For wizard/sorcerer, the calculation is a little....different. going around with greatswords would be fine mechanically, but it's not strongly in-character. Most solutions that I'd propose would look basically like cantrips, so I'd want some more specifics on why cantrips are an issue. Ah, so if there's a resource counter, you'd be happier? I'd put it at 6 per short rest, or maybe Int/Cha mod per short rest. 4 per short rest probably isn't a major issue. I'd avoid upping their daily number of spell slots - spell slots are intentionally low, and raising them is a significant spike in power, especially given their flexibility. Again, I'd steer away from extra spells/day and look more directly at how you expect them to contribute to a fight when they're not casting spells. That's what cantrips are there for, and any replacement should fill a similar niche. [/QUOTE]
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