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<blockquote data-quote="Mistwell" data-source="post: 7563748" data-attributes="member: 2525"><p>I think this gets to the crux of the issue. Thrown weapons have a normal range of 30 feet, and most of your common attack cantrips have a normal range of 60 feet (6 of them being Acid Splash, Frostbite, Ray of Frost, Sacred Flame, Toll the Dead, Vicious Mockery). But the thrown weapons can extend beyond the normal range with disadvantage, while those cantrips are capped at 60 feet. There are exceptions to this of course (14 are at a shorter range than 60' and 3 are at a longer range being Eldritch Blast, Firebolt and Chill Touch), but that's the general rule for range - most common attack cantrips have a range of 60 feet or less. </p><p></p><p>I think it's pretty well balanced, but if we're talking a combat where the enemies are between 35-60 feet and not closer than that nor further than that, then obviously those 6 cantrips have the better situation there. I am just not sure how common that really is. A lot of the time, it's either beyond the 60' making those 6 cantrips useless but the thrown weapons still useful out to 120 feet, or closer than 35 feet making thrown weapons as good as the cantrips (and opeing up some of the shorter range cantrips like thornwhip). </p><p></p><p>So are we really arguing about a very small pocket of challenges which are: 1) flying creatures or creatures at a distance with a barrier, and 2) the foes always stay between 35-60 feet making most attac cantrips useful and most thrown weapons at disadvantage?</p><p></p><p>That's a pretty small pocket of challenges there. It seems a pretty silly argument. I'm good trading being disadvantage for that pocket of challenges while being able to hit them at 65' to 120' where the spellcasters cannot with their most common attack cantrips, and being just as effective or more effectice than the spellcasters cantrips at 0' to 30'.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7563748, member: 2525"] I think this gets to the crux of the issue. Thrown weapons have a normal range of 30 feet, and most of your common attack cantrips have a normal range of 60 feet (6 of them being Acid Splash, Frostbite, Ray of Frost, Sacred Flame, Toll the Dead, Vicious Mockery). But the thrown weapons can extend beyond the normal range with disadvantage, while those cantrips are capped at 60 feet. There are exceptions to this of course (14 are at a shorter range than 60' and 3 are at a longer range being Eldritch Blast, Firebolt and Chill Touch), but that's the general rule for range - most common attack cantrips have a range of 60 feet or less. I think it's pretty well balanced, but if we're talking a combat where the enemies are between 35-60 feet and not closer than that nor further than that, then obviously those 6 cantrips have the better situation there. I am just not sure how common that really is. A lot of the time, it's either beyond the 60' making those 6 cantrips useless but the thrown weapons still useful out to 120 feet, or closer than 35 feet making thrown weapons as good as the cantrips (and opeing up some of the shorter range cantrips like thornwhip). So are we really arguing about a very small pocket of challenges which are: 1) flying creatures or creatures at a distance with a barrier, and 2) the foes always stay between 35-60 feet making most attac cantrips useful and most thrown weapons at disadvantage? That's a pretty small pocket of challenges there. It seems a pretty silly argument. I'm good trading being disadvantage for that pocket of challenges while being able to hit them at 65' to 120' where the spellcasters cannot with their most common attack cantrips, and being just as effective or more effectice than the spellcasters cantrips at 0' to 30'. [/QUOTE]
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