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Limiting use of cantrips - what are the consequences?
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<blockquote data-quote="Skyscraper" data-source="post: 6774762" data-attributes="member: 48518"><p>So... I get that removing/limiting cantrips is something that changes game balance. Just so we're clear <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=":)" /> I also get that to many people this is a change they'd rather not see in a game they play in. Fair enough. I still appreciate this having been expressed in this thread, because the same posters that mentioned this, did provide some useful information about balance issues resulting from limiting cantrip use. But now, I'd like to jump to the next step.</p><p></p><p>Let's assume I do wish to implement a low-cantrip limit. I'm thinking of something pretty straightforward:</p><p></p><p>number of daily cantrip slots = spellcaster level + ability bonus.</p><p></p><p>In my campaign(s), I get players through the heroic tier of play, i.e. levels 3-10. So considering what are, for me, level 1 or level 15-20 corner cases, is not relevant.</p><p></p><p>I would wish to counter-balance this important reduction in spell availability for casters with something. I'm not necessarily looking for total balance in classes.</p><p></p><p>We'll go at this one class at a time, if you will (to address different mechanics that they all have). Firstly how could I modify the iconic caster: the wizard; to have him be a decent character during battles, while having limited cantrip uses as indicated hereinabove?</p><p></p><p>For example: </p><p></p><p>1) I could allow spells that normally allow a saving throw when they are cast, and then each round, to simply be allowed a saving throw when they are cast.</p><p></p><p>2) I could allow non-cantrip damaging spells to deal 1 additional die of damage.</p><p></p><p>3) I could allow some type of bonus to weapon attacks. Any ideas here? I don't mind that they will be behind in melee or ranged combat - I expect that they will. However, perhaps a small... Something... To trail less behind?</p><p></p><p>What about the druid and the cleric? They are relatively combat competent. Would they require something to help them along? Or could they rely on their melee capacity to remain somewhat effective?</p><p></p><p>Finally, the sorcerer and warlock. I don't really understand why sorcerers or warlocks would be more negatively impacted by this than wizards or clerics: I've seen both sorcerers and warlocks mentioned in this thread as suffering more than others. I've only played a little 5E (but plenty of 1E, 3.5E and 4E, and other systems too) and there were none of these classes in both short games I played. And we've played little of these even in past editions. Would someone be kind enough to explain to me how one or both of these classes relies more than wizards on cantrips? I don't seem to be able to figure out by looking through the PHB entry.</p><p></p><p>I might consider leaving unlimited cantrip use to one of these two classes, this then becoming a signature element for this class.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6774762, member: 48518"] So... I get that removing/limiting cantrips is something that changes game balance. Just so we're clear :) I also get that to many people this is a change they'd rather not see in a game they play in. Fair enough. I still appreciate this having been expressed in this thread, because the same posters that mentioned this, did provide some useful information about balance issues resulting from limiting cantrip use. But now, I'd like to jump to the next step. Let's assume I do wish to implement a low-cantrip limit. I'm thinking of something pretty straightforward: number of daily cantrip slots = spellcaster level + ability bonus. In my campaign(s), I get players through the heroic tier of play, i.e. levels 3-10. So considering what are, for me, level 1 or level 15-20 corner cases, is not relevant. I would wish to counter-balance this important reduction in spell availability for casters with something. I'm not necessarily looking for total balance in classes. We'll go at this one class at a time, if you will (to address different mechanics that they all have). Firstly how could I modify the iconic caster: the wizard; to have him be a decent character during battles, while having limited cantrip uses as indicated hereinabove? For example: 1) I could allow spells that normally allow a saving throw when they are cast, and then each round, to simply be allowed a saving throw when they are cast. 2) I could allow non-cantrip damaging spells to deal 1 additional die of damage. 3) I could allow some type of bonus to weapon attacks. Any ideas here? I don't mind that they will be behind in melee or ranged combat - I expect that they will. However, perhaps a small... Something... To trail less behind? What about the druid and the cleric? They are relatively combat competent. Would they require something to help them along? Or could they rely on their melee capacity to remain somewhat effective? Finally, the sorcerer and warlock. I don't really understand why sorcerers or warlocks would be more negatively impacted by this than wizards or clerics: I've seen both sorcerers and warlocks mentioned in this thread as suffering more than others. I've only played a little 5E (but plenty of 1E, 3.5E and 4E, and other systems too) and there were none of these classes in both short games I played. And we've played little of these even in past editions. Would someone be kind enough to explain to me how one or both of these classes relies more than wizards on cantrips? I don't seem to be able to figure out by looking through the PHB entry. I might consider leaving unlimited cantrip use to one of these two classes, this then becoming a signature element for this class. [/QUOTE]
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