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*Dungeons & Dragons
Limiting Cantrips?
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<blockquote data-quote="DeviousQuail" data-source="post: 8517219" data-attributes="member: 7025431"><p>I've tried a couple different approaches (briefly) with limited cantrips. The first one was using wands or other implements and a charge system. The wands could only be recharged with spell slots so casters used them the most but you could hand off a wand to the fighter if you wanted. The second was a loose exhaustion mechanic. The assumption being that during a fight you can use your cantrips as you see fit and no need to track anything. Outside of combat you risked exhaustion levels if you used cantrips too much. The main goal for this was to limit guidance spamming and shenanigans with mold earth. Both approaches were fine but my table didn't feel like making those permanent changes.</p><p></p><p></p><p>I made a warlock variant that made Eldritch Blast a class feature with it's own set of invocations that didn't come from the same pool as other invocations. You picked an EB variation at levels 2, 5, 11, and 17. Each variation was similar to the invocations that already exist for EB but had two options to pick from each time you used it. The +Cha damage one was baked into basic EB feature.</p><p></p><p>[SPOILER="Variations"]</p><ul> <li data-xf-list-type="ul">Wave: EB attack or Dex save against everyone in a 15ft cube</li> <li data-xf-list-type="ul">Push: EB attack and target is pushed 10ft or EB attack and Str save or pushed 20ft</li> <li data-xf-list-type="ul">Pull: same as push but in the other direction</li> <li data-xf-list-type="ul">Siphon: EB and get Cha mod worth of THP if you hit or EB and Con save to get THP equal to half damage dealt</li> <li data-xf-list-type="ul">Spear: EB but double range or EB quadruple range but half damage</li> <li data-xf-list-type="ul">Confounding: EB and Int save to avoid speed reduction or EB and Wis save or be deafened</li> </ul><p>You could only use one variation when using the feature each turn and targets got advantage on saves after the first one if you hit them multiple times.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8517219, member: 7025431"] I've tried a couple different approaches (briefly) with limited cantrips. The first one was using wands or other implements and a charge system. The wands could only be recharged with spell slots so casters used them the most but you could hand off a wand to the fighter if you wanted. The second was a loose exhaustion mechanic. The assumption being that during a fight you can use your cantrips as you see fit and no need to track anything. Outside of combat you risked exhaustion levels if you used cantrips too much. The main goal for this was to limit guidance spamming and shenanigans with mold earth. Both approaches were fine but my table didn't feel like making those permanent changes. I made a warlock variant that made Eldritch Blast a class feature with it's own set of invocations that didn't come from the same pool as other invocations. You picked an EB variation at levels 2, 5, 11, and 17. Each variation was similar to the invocations that already exist for EB but had two options to pick from each time you used it. The +Cha damage one was baked into basic EB feature. [SPOILER="Variations"] [LIST] [*]Wave: EB attack or Dex save against everyone in a 15ft cube [*]Push: EB attack and target is pushed 10ft or EB attack and Str save or pushed 20ft [*]Pull: same as push but in the other direction [*]Siphon: EB and get Cha mod worth of THP if you hit or EB and Con save to get THP equal to half damage dealt [*]Spear: EB but double range or EB quadruple range but half damage [*]Confounding: EB and Int save to avoid speed reduction or EB and Wis save or be deafened [/LIST] You could only use one variation when using the feature each turn and targets got advantage on saves after the first one if you hit them multiple times. [/SPOILER] [/QUOTE]
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