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Maxwell's Silver Hammer: On Spells, Design, and the feeling of Sameyness in 5e
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<blockquote data-quote="akr71" data-source="post: 7917679" data-attributes="member: 6801213"><p>This discussion intrigued me enough that I brought it up at the supper table last night - yes, I am blessed in that my entire family plays, together and in their own games. In stating the desire to remove damage cantrips outright...</p><p></p><p>Daughter: But the warlock <em>needs </em>Eldritch Blast, you can't take that away. They have so few spell slots already.</p><p>Me: If it is a core ability or invocation rather than a cantrip...</p><p>Daughter: Oh, I see. What about bards</p><p>Me: Fewer known spells, but they get to choose from either of the three lists</p><p>Daughter: OK, that follows with the Jack of All Trades thing. What about Paladins and Rangers</p><p>Me: Rangers get spell-like abilities. We don't need paladins - what does a paladin do that a Cleric, especially a War Cleric can't?</p><p></p><p>Further more, somewhere up-thread, I recall reading an idea about using a spell slot + concentration to <em>activate </em>a cantrip-like ability. 1st level slot = 1 minute, 3rd = 1 hour, etc which I also thought was an interesting concept. Exploring this further, I can see it coming in two flavors - a melee spell attack version and a ranged spell attack version. I would say that the ranged attack should do a smaller die of damage - flinging 1d10 bolts of magic around from a distance just feels like too much to me.</p><p></p><p>In the spirit of reducing Sameyness, I'd also limit damage types by class too</p><p>Wizard - cold, electricity, force, fire *</p><p>Druid - poison, acid, necrotic</p><p>Cleric - radiant, thunder **</p><p></p><p>* you could make an argument for druid to get fire, but a line had to be drawn somewhere</p><p>** dunno - they needed a second one and it had to go somewhere</p><p></p><p>Edited: cuz I forget stuff</p></blockquote><p></p>
[QUOTE="akr71, post: 7917679, member: 6801213"] This discussion intrigued me enough that I brought it up at the supper table last night - yes, I am blessed in that my entire family plays, together and in their own games. In stating the desire to remove damage cantrips outright... Daughter: But the warlock [I]needs [/I]Eldritch Blast, you can't take that away. They have so few spell slots already. Me: If it is a core ability or invocation rather than a cantrip... Daughter: Oh, I see. What about bards Me: Fewer known spells, but they get to choose from either of the three lists Daughter: OK, that follows with the Jack of All Trades thing. What about Paladins and Rangers Me: Rangers get spell-like abilities. We don't need paladins - what does a paladin do that a Cleric, especially a War Cleric can't? Further more, somewhere up-thread, I recall reading an idea about using a spell slot + concentration to [I]activate [/I]a cantrip-like ability. 1st level slot = 1 minute, 3rd = 1 hour, etc which I also thought was an interesting concept. Exploring this further, I can see it coming in two flavors - a melee spell attack version and a ranged spell attack version. I would say that the ranged attack should do a smaller die of damage - flinging 1d10 bolts of magic around from a distance just feels like too much to me. In the spirit of reducing Sameyness, I'd also limit damage types by class too Wizard - cold, electricity, force, fire * Druid - poison, acid, necrotic Cleric - radiant, thunder ** * you could make an argument for druid to get fire, but a line had to be drawn somewhere ** dunno - they needed a second one and it had to go somewhere Edited: cuz I forget stuff [/QUOTE]
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