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lowkey13
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Moving on, however, we get to the gravamen of the issue; almost all attack cantrips (with the exception of Firebolt) are limited in this targeting. Which means that either you play by the RAW, in which case Firebolt becomes that much more useful, or you limit Firebolt (go against the RAW and/or "nerf"), or you step back and wonder why it makes any sense that the caster can, say, summon acid at will, but only to kill things. Which may make sense from a purely gamist and balance perspective (assuming firebolt is an accident), but doesn't, you know, make sense.
WIW, my table hates the "always on" cantrips. Which is why we are thinking about a return to 1e, or modifying the rules regarding cantrips. And why threads like this are useful; at least to the extent that they promote a conversation about the issue for those table that are considering it an issue, as opposed to assuming that this a communication issue.
TL;DR- If I can give some constructive advice, it might be helpful to assume that his table finds this to be an issue, and provide advice on same, instead of assuming that because you don't find it to be an issue, it is just a DM issue.
And a party of 5 with /three/ non-casters is a little hard to square with the choices in the PH, for that matter. Sure, a Champion, Berserker, Theif, Evoker, and Life Cleric isn't exactly impossible or untenable (while a Champion, BM, Berserker, Rogue, & Assassin /is/ probably untenable). But a Paladin, Druid, Bard, Wizard, and Cleric - 5 casters out 5 - isn't exactly implausible, either. D&D in general, and 5e in particular, doesn't, in it's class choices, exactly paint a picture of a world in which casting is at all uncommon. At least 3e went to the trouble of actually saying that the world was 70% commoners.Though I'd really prefer magic users to be really rare, as in you have never met one and you probably don't know anyone who has met one. Not Gandalf rare, not 5 total. But very few, very far between. That's what I'd prefer, but it is hard to square that with an adventuring party of five that has two spellcasters.
And a party of 5 with /three/ non-casters is a little hard to square with the choices in the PH, for that matter. Sure, a Champion, Berserker, Theif, Evoker, and Life Cleric isn't exactly impossible or untenable (while a Champion, BM, Berserker, Rogue, & Assassin /is/ probably untenable). But a Paladin, Druid, Bard, Wizard, and Cleric - 5 casters out 5 - isn't exactly implausible, either.
D&D in general, and 5e in particular, doesn't, in it's class choices, exactly paint a picture of a world in which casting is at all uncommon. At least 3e went to the trouble of actually saying that the world was 70% commoners.
I can see that. One reason it's nice to have relative balance - whether system- or DM- imposed, is it means you can gravitate towards what's fun without worrying so much about what's viable.That is certainly true. In our current campaign, we have a party of 7. Four of the 7 are casters. And this is an all-melee party...All-melee parties are really fun by the way. I won't claim that ranged isn't superior in some ways to melee. I'm sure that DPR-wise that's true. This thread and the other one attest to that. But melee is probably more fun.
Nod. As I see it, cantrips and spells both contribute the 'ranged' side of the ranged vs melee analysis.Cantrips are what wizards do when they are running low on the cool stuff. There is one class that specializes in one particular cantrip, and they have to sell their soul to the DM to do it.
But inevitable. Fans of 3e aren't meant to be intentionally excluded from 5e, either.And comparing cantrips to what we had in 3rd edition is silly.
Fair 'nuff, but only at what they're actually trying to accomplish, which might not be exactly what any one homebrewer wantsWe've always played under the assumption that the folks who were paid real money to spend 40 hours a week designing the game were going to be orders of magnitude better at it than we would be.
A stated premise of 5e is that it's designed with the expectation that DMs will mod it ("make it your own!"). One of many considerations that may have pushed little things like range vs melee considerations far down on the list of their priorities.So, I guess I don't accept the unstated premise of this thread, which is that anyone here is likely to improve the game by fiddling with the mechanics.
No doubt some forumites see themselves as the Holmes dedicated amateur (or Moriarty criminal mastermind) to Mr. Mearls's seasoned-full-time-professional Lestrade.When I was a little kid, my father taught me the deal with criminals. He pointed out that the cops don't have to be really smart or particularly good at their jobs. They just have to show up for work 5 days a week. They work in shifts, around the clock. They get medical, dental and pensions. They get paid vacations. Criminals don't stand a chance. When it comes to game design, we're the criminals.
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Cantrips are what wizards do when they are running low on the cool stuff. There is one class that specializes in one particular cantrip, and they have to sell their soul to the DM to do it. And comparing cantrips to what we had in 3rd edition is silly. At 16th level in 3rd edition, wizards were chasing down demigods across the planes of existence. They were spanking krakens. Cantrips? They didn't need no steenkeen cantrips.