since when is a taking a non combat cantrip vs a combat cantrip "suboptimal". why is it less "effective" to follow a character concept instead of maxing out combat abilities. roleplaying is supposed to be about more than just killing things, even in odnd it was about getting treasure, not how easily you could kill monsters. just because a certain build/concept may be less effective in straight up combat, doesn't mean it is a substandard character. the whole point of different character builds would be to allow different playstyles. sure there can be characters that are better at killing than other characters, but that doesn't mean they aren't as good. the character who is great in combat probably isn't great in other aspects of the game. when I make a character I am not "forced" to optimize that character for combat. if I design a lawyer I am not going to make a character really good at combat just with the philosophical flavor of a lawyer, but i'm going to make a character that has all the same abilities as an actual lawyer would have. yes he may not be as effective in combat, but i can guarantee he will be an awesome lawyer. that just means he won't be picking fights or charging headlong into fights, he would play it safe by retreating or using other means to avoid outright confrontation. now I realize a lawyer may not be the best example for next, but its just an example. there is no need to claim something is unbalanced because it gives an advantage in combat. not every character wants/needs an advantage in combat. that shouldn't be how we judge the design of a game
The problem is we are not just talking about combat. We are talking about being innefective everywhere or in several pillars.
So the Pyromancer example in the posts above yours has to take energy substitution feats and various other feats in order to realize their character concept, thus robbing them of choices that might allow them to pick up a background feat that allows an edge in social encounters with nobles.
Rather than there just being a school of pyromancy magic (in 5E terms), the player has to give up feats in order to what they want to do making them less effective in other areas.
I personally don't think a character should have to gimp themselves in order to play a concept.
I thought they were designed by committee.
I thought they were hatched in the deep hot pit of....oh wait, that's where they retire...
...
If WotC supports all three pillars well right out the gate, this issue should solve itself, essentially: the PC who is loaded down with attack cantrips will find themselves good in a fight, but kind of not great when fighting isn't a viable approach (traps, nonhostile NPC's, etc.). It'll be evident in Session 1 that fighting isn't going to get everything done.
The problem is, with the way rituals work in the last public play test packet, casters and Wizards in particular won't have to prepare spells to use them as rituals. This means they don't even have to bother preparing spells that aren't combat applicable. So they still have full access to their combat list and their non-combat list. So non-combat cantrips won't matter very much in comparison. I mean who needs Read Magic when you can take 10 minutes and Comprehend Languages right?
If WotC fails to support all three pillars well, and defaults to the 4e/3e assumption of "Roll initiative, kill it, move on to the next encounter," then those cantrips will emerge as choice, just as they tended to in those games.
Wow, I'm sorry but my experience (and that of my friends) is not that 4E/3E have an assumption of "Roll initiative, kill it, move on to the next encounter". In fact 4E has robust out of combat rules on how to award xp. 3E has some rules on the subject. In both you can create adventures that don't have anything to do with combat at all and not have a single combat and still give enough xp to the players to level up.
Now if you were to say the adventure modules they released were mostly combat oriented, I'd agree with you.
Personally I like to have a way to solve each encounter from each pillar if possible. Sometimes its only possible to have two ways, but that's fine too.
If WotC allows individual tables to develop the pillars at their own rate, then the problem will mostly solve itself: tables that value mostly combat will have a lot of combat-focused characters and will not miss the non-combat cantrips that nobody ever takes, while tables that use a different track will have adventures that value non-combat abilities, and so non-combat cantrips will become more valuable.
A lot of this hinges on WotC's ability to improve on previous e's when it comes to supporting non-combat solutions to character problems. They've been big on promises. I've got reason to be hopeful. I don't know what that might look like from here, though.
Yeah, if they do several things properly, then the problem will be a non-problem. Personally I don't have the faith that others appear to have in their abilities.