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*Dungeons & Dragons
Limiting Cantrips?
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<blockquote data-quote="Cruentus" data-source="post: 8519754" data-attributes="member: 7034645"><p>This is also one of the reasons (at our table, what we find fun, ignore as necessary, your mileage might vary, etc.) that we are looking to scale back cantrips, smite, sneak attack, etc. The game decided that to make PC's more "fun", let's add a ton of abilities and spell like abilities, and buffs to all the damage output. Which then leads to HP bloat for monsters (usually without an equal damage output) to keep them around for longer than a round/two tops.</p><p></p><p>We are scaling it all back. Which ends up NOT being a net negative for players, they do just as much damage proportionally as they did before, just to monsters with proportionally less HP, etc. It helps balance encounters, speeds up or lengthens combats as needed, and makes combat fit better into the other pillars, and not dominate most of our game time (and we don't run a typical day as 6-8 encounters, we run encounters as necessary, with a lot travel in between as well). </p><p></p><p>When characters use a spell, it has meaning "in world". Most villagers in the area my party travel in would be absolutely amazed and terrified of Burning Hands, let alone Fireball. And what the party throws around in the deep wilderness should not be what they use in polite and civilized company. Spamming any kind of spells in a city or village will get you hunted down. For our group, its fun and interesting. Others might not find it so.</p><p></p><p>I'm in the process of a major world event that will fundamentally alter how magic works. We're going to transition from the semi Vancian 5e as written to Spell Points and a universal "wild magic" roll for all casting, with a much harsher, scaling incident chart or all known spells can be cast whenever, but with a spell casting roll (DC base + spell level) for it to go into effect. That will also make those spells and cantrips function more like a fighter's unlimited attacks, where there is a chance to miss. </p><p></p><p>We're still tossing back and forth the write-ups for the different spell systems, collecting feedback.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8519754, member: 7034645"] This is also one of the reasons (at our table, what we find fun, ignore as necessary, your mileage might vary, etc.) that we are looking to scale back cantrips, smite, sneak attack, etc. The game decided that to make PC's more "fun", let's add a ton of abilities and spell like abilities, and buffs to all the damage output. Which then leads to HP bloat for monsters (usually without an equal damage output) to keep them around for longer than a round/two tops. We are scaling it all back. Which ends up NOT being a net negative for players, they do just as much damage proportionally as they did before, just to monsters with proportionally less HP, etc. It helps balance encounters, speeds up or lengthens combats as needed, and makes combat fit better into the other pillars, and not dominate most of our game time (and we don't run a typical day as 6-8 encounters, we run encounters as necessary, with a lot travel in between as well). When characters use a spell, it has meaning "in world". Most villagers in the area my party travel in would be absolutely amazed and terrified of Burning Hands, let alone Fireball. And what the party throws around in the deep wilderness should not be what they use in polite and civilized company. Spamming any kind of spells in a city or village will get you hunted down. For our group, its fun and interesting. Others might not find it so. I'm in the process of a major world event that will fundamentally alter how magic works. We're going to transition from the semi Vancian 5e as written to Spell Points and a universal "wild magic" roll for all casting, with a much harsher, scaling incident chart or all known spells can be cast whenever, but with a spell casting roll (DC base + spell level) for it to go into effect. That will also make those spells and cantrips function more like a fighter's unlimited attacks, where there is a chance to miss. We're still tossing back and forth the write-ups for the different spell systems, collecting feedback. [/QUOTE]
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