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General Tabletop Discussion
*Dungeons & Dragons
Limiting Cantrips?
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<blockquote data-quote="Li Shenron" data-source="post: 8517565" data-attributes="member: 1465"><p>These are not small numbers. If recharging by short rest, it might not make a significant difference compared to unlimited cantrips, so you'll be wasting your time tracking cantrip slots for not much gameplay difference.</p><p></p><p>A more significant limitation would be if those numbers are per long rest. 3ed used basically 3-4 cantrips per long rest and it worked fine. If you prefer short rests, you can start lower for example with 2. Try and see how it goes, at lower levels combat cantrips are meant to be more or less equivalent to weapons attack so you'll see more crossbows being used. On average it might be less effective because of lower Dex than Int/Wis/Cha but it could be even seen more fair for spellcasters to have to invest in a secondary ability like martials often have to. </p><p></p><p></p><p>The original Eldritch Blast in 3ed was at-will IIRC so yes this adjustment makes a lot of sense. Eldritch Blast was turned into a cantrip in 5e because why not, since cantrips are unlimited?</p><p></p><p>By me 3ed experience, it will be the opposite: combat cantrips are not worth that much to use those cantrips slots when you have higher level combat spells, while mending and mage hands have uses that are still relevant at later levels. Stuff like Ray of Frost becomes not significantly better than a weapon attack.</p><p></p><p>However in 5e combat cantrips also scale automatically, so that Ray of Frost won't become irrelevant even at a higher level. You also have the enormous advantage of not having to prepare your cantrips in advance, so both your Mage Hand and the scaled Ray of Frost will always be available as long as there's at least an unused slot. So I would not worry about this at all.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8517565, member: 1465"] These are not small numbers. If recharging by short rest, it might not make a significant difference compared to unlimited cantrips, so you'll be wasting your time tracking cantrip slots for not much gameplay difference. A more significant limitation would be if those numbers are per long rest. 3ed used basically 3-4 cantrips per long rest and it worked fine. If you prefer short rests, you can start lower for example with 2. Try and see how it goes, at lower levels combat cantrips are meant to be more or less equivalent to weapons attack so you'll see more crossbows being used. On average it might be less effective because of lower Dex than Int/Wis/Cha but it could be even seen more fair for spellcasters to have to invest in a secondary ability like martials often have to. The original Eldritch Blast in 3ed was at-will IIRC so yes this adjustment makes a lot of sense. Eldritch Blast was turned into a cantrip in 5e because why not, since cantrips are unlimited? By me 3ed experience, it will be the opposite: combat cantrips are not worth that much to use those cantrips slots when you have higher level combat spells, while mending and mage hands have uses that are still relevant at later levels. Stuff like Ray of Frost becomes not significantly better than a weapon attack. However in 5e combat cantrips also scale automatically, so that Ray of Frost won't become irrelevant even at a higher level. You also have the enormous advantage of not having to prepare your cantrips in advance, so both your Mage Hand and the scaled Ray of Frost will always be available as long as there's at least an unused slot. So I would not worry about this at all. [/QUOTE]
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