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D&D 5E No Cantrips Module


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The main goal of cantrips was to give a spellcaster some sort of default, no-resource attack that could keep it relevant next to the primary fighting classes.

I don't think so. I think the main goal of cantrips was to satisfy players who didn't like to run out of spells. Current offensive cantrips are not much better than weapons (at least until they start scaling, as some cantrips do) for all spellcasters except druids.
 

The main reason I would consider cantrips as preferable to a weapon (aside from the scaling, which I thought was universal among all damaging cantrips) is that your chance to hit depends on your casting stat. I suppose the damage is a bit on the fence, since ranged/finesse weapons add Dex mod to damage and most mages are going to have a fairly high Dex in any case.

I suppose there's no way of telling whether the infinite cantrip decision was made in order to appeal to the Pathfinder "Detect Magic on everything" crowd, or the 4E "crossbows are gross" crowd. Possibly both.
 

A familiar isn't a solution, since it is currently granted by a 1st level spell. A wizard isn't limited in what spells he knows. Learn the spell, cast it once, you have a familiar.

I like the bonus feat from a balance perspective. It seems about right. While I don't want feats at first level as a default, in this specific situation it seems like a really good option.

I like to evaluate on the principle of whether everyone or no one would do it. It every will do it, it is too powerful; if no one will, it is too weak. Most wizards will pick cantrips. But those who don't plan on using them much would probably be willing to accept a feat in exchange.

In any case, I recommend allowing cantrips to be prepared and cast as 1st level spells, so the functionality of things like light spells isn't removed.
 

Back in the day, I pondered an idea of binding cantrips to rings, crowns, wands and other nonmagical items and infusing them with charges. The charges limited by ability score.

Then the caster would have to use and recharge their items. Then they could do gimmicks like super charging the cantrips or handing out the items.
 

Answer: Crossbows

Answer: use darts, paint them blue and pretend we are playing 4th ed.B-)

More seriously, I think there is space for less "pew pew" cantrips that still have some sense of magic. Eg: an at will spell turns an arrow into a fiery arrow, have some defensive at will spells, spells that daze the target ie give cantrips some in combat properties.
 

I find all at-will magic to be equally repugnant, but I recognize the attack cantrips as a game-balance issue, where the exploration cantrips are just a playstyle thing. The former is something that really should be addressed with any sort of no-cantrip module.

A no-cantrip module needs to address both, though it can address each of the two separately. One of my issues with at-will cantrips is that something as simple as an at-will light spells makes a huge difference to the feel of parts of the game. It's certainly a playstyle thing, but it's pretty important for an (admittedly very small) niche.

So, yes, a no-cantrips module would certainly be something I would like to see. I do, of course, recognise that the majority appears to prefer that at-will cantrips be in by default, and have no problem with that being the default. It's a nice-to-have, not a deal-breaker by any stretch.
 

A no-cantrip module needs to address both, though it can address each of the two separately. One of my issues with at-will cantrips is that something as simple as an at-will light spells makes a huge difference to the feel of parts of the game. It's certainly a playstyle thing, but it's pretty important for an (admittedly very small) niche.

This indeed. I don't think Pathfinder thought through the societal ramifications of Create Water at will, and I've had to argue down a player who wanted to keep acid splash-ing something until it was gone. But there's a huge difference between 16-18 a day and unlimited, so I'd be OK with that.
 

A no-cantrip module needs to address both, though it can address each of the two separately.
I'm not sure that the utility aspect really does need to be addressed. I mean, that's mostly window dressing, rather than anything life-or-death. If you have to use torches instead of Light, and soap instead of Prestidigitation, then it's not something where you would need to compensate the mage (mechanically) for the inconvenience.

If you were going to have a full-on no-at-will module, where you removed ritual casting as well as cantrips, then you might need to compensate for the ability to Detect Magic if that's something which is incredibly vital to your game.
 


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