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Playtest 8: Cantrips
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<blockquote data-quote="Gadget" data-source="post: 9157493" data-attributes="member: 23716"><p>I've noticed a little change on the wording of the trigger for Blade Ward. In base 5e, the wording would be</p><p></p><p></p><p>But now they've changed the wording to <em>visible creature</em>, which seems odd. I mean, this way is a bit more concise, but visible to whom? Presumably the caster, but why not 'visible to you' to make it clear. Its almost as if visible is a condition they are referencing. The reason I ask is that certain abilities like See Invisibility and such come into play. If you have such an ability, is the creature visible? To you, yes. But generally? No. Just seems curious.</p><p></p><p>I think <strong>Chill Touch</strong> was an overall downgrade, despite the slight damage increase. I guess now it can delivered via familiar though, so that's a plus. I can see why it--and <strong>Shocking Grasp</strong>-- lost their minor ribbon-like abilities (having undead targets attack you at disadvantage & advantage against targets with metal armor respectively), but it would have been nice to have more Necromancy Spells and Lighting damage spells have that little quirk in them rather than standardizing on nothing. Oh well, that probably would have been a bit too complicated. </p><p></p><p>With the new Monster design, I also see why it was necessary for <strong>Shocking Grasp</strong> to no longer deny all reactions but just opportunity attacks. </p><p></p><p><strong>Produce Flame </strong>was a straight upgrade. It is now a full lantern plus attack cantrip with a decent range. Some will complain that it now takes a bonus action and regular action to use in the first round, but this is more than made up for not having the spell end when you throw fire at a target. </p><p></p><p><strong>Acid Splash</strong> does seem better now that it is 10' circle that could perhaps get more than two people (swarms anyone?), still not sure if I would take it. </p><p></p><p><strong>Spare The Dying</strong> seems like an upgrade, still not sure if it will be taken much.</p><p></p><p><strong>Shillelagh</strong> does seem like it would have knock on effects, as it is far better for classes that have multiple attacks then regular Druids. Perhaps if it was also reworked similar to the blade cantrips (action to cast, attack with staff/club as part of the action)? Also the last scaling at 17th level seem like it should be 3d4 instead of 2d6, but I guess they wanted to keep it in line with weapon damage?</p><p></p><p>I don't see what all the fuss with <strong>Friends</strong> is about. All the charmed condition does is (other than once again the target is a "visible" creature in range, rather than a creature you can see). The Charmed condition only give you advantage on CHA role interactions with the target, it's not hard core mind control, merely the help action on certain skill checks against the target. There is none of the 'friendly acquaintance verbiage from Charm Person. The only additional benefit that approaches Mind Control is that they can't attack you while charmed, but with how easy it is to end the spell, that should not be a much of a problem. </p><p></p><p><strong>Poison Spray</strong> is an upgrade for the most part with the increased range and switch to an attack role, but still not all that.</p><p></p><p>Finally, the one cantrip that needed to be fixed above all others: <strong>True Strike</strong>. It is certainly an upgrade, but that's hardly a revelation. However, I don't think the fiction and the mechanics of the cantrip really match now. Why the radiant damage? Why could it not just allow you to use your spellcasting stat for a weapon attack, and do regular weapon damage, with scaling introduced to represent the growing insight of the divination on where/when to strike? Is just plain b/p/s damage going to so resisted in 1D&D that we need to change the damage type of everything? Won't spell casters have other means of changing the damage type of their weapon attacks (i.e. a magic weapon or the actual magic weapon spell)?</p></blockquote><p></p>
[QUOTE="Gadget, post: 9157493, member: 23716"] I've noticed a little change on the wording of the trigger for Blade Ward. In base 5e, the wording would be But now they've changed the wording to [I]visible creature[/I], which seems odd. I mean, this way is a bit more concise, but visible to whom? Presumably the caster, but why not 'visible to you' to make it clear. Its almost as if visible is a condition they are referencing. The reason I ask is that certain abilities like See Invisibility and such come into play. If you have such an ability, is the creature visible? To you, yes. But generally? No. Just seems curious. I think [B]Chill Touch[/B] was an overall downgrade, despite the slight damage increase. I guess now it can delivered via familiar though, so that's a plus. I can see why it--and [B]Shocking Grasp[/B]-- lost their minor ribbon-like abilities (having undead targets attack you at disadvantage & advantage against targets with metal armor respectively), but it would have been nice to have more Necromancy Spells and Lighting damage spells have that little quirk in them rather than standardizing on nothing. Oh well, that probably would have been a bit too complicated. With the new Monster design, I also see why it was necessary for [B]Shocking Grasp[/B] to no longer deny all reactions but just opportunity attacks. [B]Produce Flame [/B]was a straight upgrade. It is now a full lantern plus attack cantrip with a decent range. Some will complain that it now takes a bonus action and regular action to use in the first round, but this is more than made up for not having the spell end when you throw fire at a target. [B]Acid Splash[/B] does seem better now that it is 10' circle that could perhaps get more than two people (swarms anyone?), still not sure if I would take it. [B]Spare The Dying[/B] seems like an upgrade, still not sure if it will be taken much. [B]Shillelagh[/B] does seem like it would have knock on effects, as it is far better for classes that have multiple attacks then regular Druids. Perhaps if it was also reworked similar to the blade cantrips (action to cast, attack with staff/club as part of the action)? Also the last scaling at 17th level seem like it should be 3d4 instead of 2d6, but I guess they wanted to keep it in line with weapon damage? I don't see what all the fuss with [B]Friends[/B] is about. All the charmed condition does is (other than once again the target is a "visible" creature in range, rather than a creature you can see). The Charmed condition only give you advantage on CHA role interactions with the target, it's not hard core mind control, merely the help action on certain skill checks against the target. There is none of the 'friendly acquaintance verbiage from Charm Person. The only additional benefit that approaches Mind Control is that they can't attack you while charmed, but with how easy it is to end the spell, that should not be a much of a problem. [B]Poison Spray[/B] is an upgrade for the most part with the increased range and switch to an attack role, but still not all that. Finally, the one cantrip that needed to be fixed above all others: [B]True Strike[/B]. It is certainly an upgrade, but that's hardly a revelation. However, I don't think the fiction and the mechanics of the cantrip really match now. Why the radiant damage? Why could it not just allow you to use your spellcasting stat for a weapon attack, and do regular weapon damage, with scaling introduced to represent the growing insight of the divination on where/when to strike? Is just plain b/p/s damage going to so resisted in 1D&D that we need to change the damage type of everything? Won't spell casters have other means of changing the damage type of their weapon attacks (i.e. a magic weapon or the actual magic weapon spell)? [/QUOTE]
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