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Limiting use of cantrips - what are the consequences?
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<blockquote data-quote="Skyscraper" data-source="post: 6770382" data-attributes="member: 48518"><p>Pursuant to another idea I posted here about increasing spell power by toying with the save-each-round mechanic for ongoing spell effects (such as paralysis), namely reducing the number of saves one gets, I'm now thinking about cantrips. More particularly, the flavor of unlimited cantrips is not something that fits well within the custom low-magic campaign world that I wish to offer my players. I like magic to be scarce, but meaningful.</p><p></p><p>Has anyone toyed with - or implemented - the idea of limiting cantrip use? For example, they could work like other spells with a limited number of spell slots.</p><p></p><p>The obvious downside for casters, is of course that they might have to revert back to clearly suboptimal combat options once they're out of cantrips and spells. Although this is less likely to be a problem in my games due to rare occurences when there are numerous battles in a single day, it's still a very valid concern.</p><p></p><p>So, what do you think about this?</p><p></p><p>How would you implement such a system?</p><p></p><p>What type of counter-measure would you consider for casters, especially ones that have poor non-magic battle options, to mitigate the loss of unlimited cantrips?</p><p></p><p>How many cantrips slots would you allow per day, or how would you handle this limitation generally?</p><p></p><p>Any other thoughts or suggestions?</p><p></p><p>Thanks,</p><p></p><p>Sky</p><p></p><p>Edit: you might want to jump to a later post of mine in this thread, <a href="http://www.enworld.org/forum/showthread.php?473415-Limiting-use-of-cantrips-what-are-the-consequences&p=6774762&viewfull=1#post6774762" target="_blank">right here</a>, where I'm now trying to focus on more specific questions.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6770382, member: 48518"] Pursuant to another idea I posted here about increasing spell power by toying with the save-each-round mechanic for ongoing spell effects (such as paralysis), namely reducing the number of saves one gets, I'm now thinking about cantrips. More particularly, the flavor of unlimited cantrips is not something that fits well within the custom low-magic campaign world that I wish to offer my players. I like magic to be scarce, but meaningful. Has anyone toyed with - or implemented - the idea of limiting cantrip use? For example, they could work like other spells with a limited number of spell slots. The obvious downside for casters, is of course that they might have to revert back to clearly suboptimal combat options once they're out of cantrips and spells. Although this is less likely to be a problem in my games due to rare occurences when there are numerous battles in a single day, it's still a very valid concern. So, what do you think about this? How would you implement such a system? What type of counter-measure would you consider for casters, especially ones that have poor non-magic battle options, to mitigate the loss of unlimited cantrips? How many cantrips slots would you allow per day, or how would you handle this limitation generally? Any other thoughts or suggestions? Thanks, Sky Edit: you might want to jump to a later post of mine in this thread, [URL="http://www.enworld.org/forum/showthread.php?473415-Limiting-use-of-cantrips-what-are-the-consequences&p=6774762&viewfull=1#post6774762"]right here[/URL], where I'm now trying to focus on more specific questions. [/QUOTE]
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