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Limiting Utility Cantrips
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<blockquote data-quote="Clint_L" data-source="post: 9623181" data-attributes="member: 7035894"><p>Cantrips were originally introduced because being a low level magic user <em>really sucked</em> in 1e. So they were a way to let characters feel like they were still magical even when they only had one feeble spell slot. And 1e cantrips were really weak!</p><p></p><p>Now, they basically serve the same purpose but are a lot more powerful. But overpowered? Hmmm...I think a few are, but that suggests that the solution is to nerf the outliers, rather than limit cantrips in general. The latter either leads back to the original problem ("I'm supposed to be magical but I have barely any magic"), or a bunch of extra accounting.</p><p></p><p>Like, in the example above, is limiting the player to ~15 mage hands per long rest (but more if they need another one bad enough to take another short rest) actually going to solve a serious problem that is happening in a lot of games? Or is it just adding more stuff to keep track of without actually changing much for how most people play the game? If you have a particular problem with mage hand overuse, that sounds like a fairly unique situation that should be handled by that DM, rather than by changing the entire game to be more complicated.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9623181, member: 7035894"] Cantrips were originally introduced because being a low level magic user [I]really sucked[/I] in 1e. So they were a way to let characters feel like they were still magical even when they only had one feeble spell slot. And 1e cantrips were really weak! Now, they basically serve the same purpose but are a lot more powerful. But overpowered? Hmmm...I think a few are, but that suggests that the solution is to nerf the outliers, rather than limit cantrips in general. The latter either leads back to the original problem ("I'm supposed to be magical but I have barely any magic"), or a bunch of extra accounting. Like, in the example above, is limiting the player to ~15 mage hands per long rest (but more if they need another one bad enough to take another short rest) actually going to solve a serious problem that is happening in a lot of games? Or is it just adding more stuff to keep track of without actually changing much for how most people play the game? If you have a particular problem with mage hand overuse, that sounds like a fairly unique situation that should be handled by that DM, rather than by changing the entire game to be more complicated. [/QUOTE]
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