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General Tabletop Discussion
*Dungeons & Dragons
Limiting Cantrips?
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<blockquote data-quote="DND_Reborn" data-source="post: 8517932" data-attributes="member: 6987520"><p>We haven't seen this problem at all. Sword and Valor are both good in combat, especially getting Extra Attack, and their wider spell selection even if just 1st-5th is superior to Paladins and Rangers. Throw in Expertise and allowing Inspiration to work on yourself and usable as a reaction instead of bonus action, and they're rather good IME. You can also still focus in other areas by choosing different subclasses.</p><p></p><p></p><p>IME you don't need to turn those features into core features, but like I said with the changes we've made we like bards as half-casters again. Also, since we don't use Artificers, it creates a half-Arcane caster. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>If you're spamming Fireballs, you have a very kind DM and you don't mind burning higher level slots.</p><p></p><p>BUT, let's use the standard adventure day, 6-8 encounters, at 3 rounds each say, is 18 rounds, you'd have to be at least 11th or 12th level to do it, assuming you get in an arcane recovery and never cast any other spell.</p><p></p><p>So, if you saw it all the time, then I'll just chalk it up to experiences differ. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8517932, member: 6987520"] We haven't seen this problem at all. Sword and Valor are both good in combat, especially getting Extra Attack, and their wider spell selection even if just 1st-5th is superior to Paladins and Rangers. Throw in Expertise and allowing Inspiration to work on yourself and usable as a reaction instead of bonus action, and they're rather good IME. You can also still focus in other areas by choosing different subclasses. IME you don't need to turn those features into core features, but like I said with the changes we've made we like bards as half-casters again. Also, since we don't use Artificers, it creates a half-Arcane caster. :) If you're spamming Fireballs, you have a very kind DM and you don't mind burning higher level slots. BUT, let's use the standard adventure day, 6-8 encounters, at 3 rounds each say, is 18 rounds, you'd have to be at least 11th or 12th level to do it, assuming you get in an arcane recovery and never cast any other spell. So, if you saw it all the time, then I'll just chalk it up to experiences differ. :) [/QUOTE]
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