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Limiting Cantrips?
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<blockquote data-quote="Quickleaf" data-source="post: 8975059" data-attributes="member: 20323"><p>[USER=7808]@Deset Gled[/USER] [USER=6690965]@Pedantic[/USER] Those are great questions – why not treat cantrips as objects that can be equipped as normal, or maybe requiring an action like a shield?</p><p></p><p>I know most of the past conversation, there was lots of "I don't want to be reduced to a crossbow wielding mage" or OTOH "Unlimited fire bolts really rubs me the wrong me." There was, with a few exceptions, focus on combat cantrips.</p><p></p><p>Instead, I'm more concerned about the effects that at-will cantrips have on exploration play – things like <em>light </em>obviating (or significantly reducing the need for) thinking about what kind of light or lack thereof would best suit this scenario, or <em>mage hand </em>being used to push/prod/test everything to minimize threat to the rogue. IME those are a bigger gameplay shift. </p><p></p><p>Which is where the 10 minute transition/equipping time came from. But that's just my personal thing.</p><p></p><p>I think I've seen a few OSR hacks treat spells as magic items with a slot-based inventory system, so doing that with cantrips is very possible. It's definitely a flavor change that could work better with some classes/character concepts, and worse with others...</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8975059, member: 20323"] [USER=7808]@Deset Gled[/USER] [USER=6690965]@Pedantic[/USER] Those are great questions – why not treat cantrips as objects that can be equipped as normal, or maybe requiring an action like a shield? I know most of the past conversation, there was lots of "I don't want to be reduced to a crossbow wielding mage" or OTOH "Unlimited fire bolts really rubs me the wrong me." There was, with a few exceptions, focus on combat cantrips. Instead, I'm more concerned about the effects that at-will cantrips have on exploration play – things like [I]light [/I]obviating (or significantly reducing the need for) thinking about what kind of light or lack thereof would best suit this scenario, or [I]mage hand [/I]being used to push/prod/test everything to minimize threat to the rogue. IME those are a bigger gameplay shift. Which is where the 10 minute transition/equipping time came from. But that's just my personal thing. I think I've seen a few OSR hacks treat spells as magic items with a slot-based inventory system, so doing that with cantrips is very possible. It's definitely a flavor change that could work better with some classes/character concepts, and worse with others... [/QUOTE]
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Limiting Cantrips?
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