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General Tabletop Discussion
*Dungeons & Dragons
reducing dominance of ranged: cantrips
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<blockquote data-quote="Saeviomagy" data-source="post: 6990609" data-attributes="member: 5890"><p>Well, that's only a problem if you specifically tweak ranged weapons to lower damage or increase reliance on stats. If you just change things like movement and the penalties for firing into/while in melee, then you don't have to treat most cantrips differently.</p><p></p><p>1) This is only a problem at levels 1-2. At third level, wizards get a teleport and trivially escape cells that way.</p><p>2) It's not even a problem then, because you're not going to let someone with a +4 strength mod punch their way out of the cell, are you? Same average damage as the firebolt. You're already noping one scenario, so just nope the other. If it would be dumb to hack your way through a dungeon door with a greataxe (and it would be), it's equally dumb to say that fire dealing equivalent hitpoint damage should burn the thing down.</p><p></p><p>Except... why is the guy with magic power spending his life repairing everything? Are casters so common that the best job he can find is casting one spell over and over again? If that's the case, then does every blacksmith have a caster on hand to cast guidance over and over again? etc etc. This is the same problem as "nobody ever dies because there are clerics with cure wounds everywhere, and they cast it for free". The problem is that you've made spell casters an inexhaustible resource with no personal goals instead of something special.</p><p></p><p>No, your problem is that everyone and their dog is blessed with magic and has nothing better to do than mend an item every 10 minutes.</p><p></p><p>Bored AF casters would top my list. I mean typically a caster is already better off using a ranged weapon (up until about level 10) instead of a damage cantrip. You'd just be mandating it.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6990609, member: 5890"] Well, that's only a problem if you specifically tweak ranged weapons to lower damage or increase reliance on stats. If you just change things like movement and the penalties for firing into/while in melee, then you don't have to treat most cantrips differently. 1) This is only a problem at levels 1-2. At third level, wizards get a teleport and trivially escape cells that way. 2) It's not even a problem then, because you're not going to let someone with a +4 strength mod punch their way out of the cell, are you? Same average damage as the firebolt. You're already noping one scenario, so just nope the other. If it would be dumb to hack your way through a dungeon door with a greataxe (and it would be), it's equally dumb to say that fire dealing equivalent hitpoint damage should burn the thing down. Except... why is the guy with magic power spending his life repairing everything? Are casters so common that the best job he can find is casting one spell over and over again? If that's the case, then does every blacksmith have a caster on hand to cast guidance over and over again? etc etc. This is the same problem as "nobody ever dies because there are clerics with cure wounds everywhere, and they cast it for free". The problem is that you've made spell casters an inexhaustible resource with no personal goals instead of something special. No, your problem is that everyone and their dog is blessed with magic and has nothing better to do than mend an item every 10 minutes. Bored AF casters would top my list. I mean typically a caster is already better off using a ranged weapon (up until about level 10) instead of a damage cantrip. You'd just be mandating it. [/QUOTE]
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