D&D General Reinterpreting Fullcasters as Halfcasters, while preserving the Fullcaster feeling. (+)

I generally split the difference with house rules; cantrips are usable such that the caster will have plenty of uses available in combat. But the uses are limited enough (generally 10-20 uses a day per cantrip) that large-scale "industrial" usage isn't possible.
Unlimited cantrips are not my preferred feel, though obviously it's core to 5E, so I wouldn't imagine removing them from that edition unless I really needed to heavily modify it and couldn't just play an OSR game.

One thing I have done in some games is allow mages to acquire a low-power wand which has limited charges (but can be recharged at some monetary cost), that allows them to telekinetically throw small objects/rocks/sling bullets at enemies for low damage (d4 or d6 generally, maybe more if it's a high HP system). The objects striking are still mundane, so this doesn't devalue monsters which are immune or resistant to non-magic weapons, but it's more magical than shooting with a missile weapon.
 
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I define full vs half caster based primarily on the maximum spell levels they get (warlock is full caster because of mystic progression), and secondarily on when they get access to the next spell level (generally every second level for full casters). Other people define it differently, and they are wrong...er I mean, it's discussing apples and oranges to not clarify their definition.

Making full casters into half casters as defined above would necessitate giving them very castery feeling features that are mechanically balanced with the non-casting features of the existing half casters.

Artificer already sort of does that.

If you want something that feels like a wizard or sorcerer you would probably need to give them a lot more oomph. Taking a page from 2024 monster design, you should increase the damage of their at-will cantrips to be competitive with their slotted spells (maybe they get a feature that just says their cantrips do double damage or otherwise have double effect). Leave their limited spell slots for increased utility (combat and non-combat) and let them having excellent DPR with cantrips. Instead of buffing cantrips (or as a supplement, since otherwise you would obsolete cantrips), you might just give them unique damage blasts features, like the NPC casters in revised monster design.

Giving them more lower level slots would be okay, if you don't mind fundamentally changing mostly standardized tables. If you want to keep with the general design though, you should avoid that and instead give them other ways to get more spells. I'd recommend allowing certain 1st-level spells (and possibly 2nd-level) to become at-will.

Also play around with rituals to make them more easily available. Maybe full casters don't have to prepare them, and wizards have the added benefit of being able to cast them faster and/or cast certain prepared non-rituals as rituals.

If you want them to have access to higher level non-combat utility magic, like teleporting, plane-shifting, etc (which to me is fundamental to what a D&D wizard is all about), you need to give them unique rituals allowing them to access that stuff, like 4e, but restrict those to the full caster classes, and probably certain levels. Make them require expensive consumables. You need a full caster to be able to use them, but they fundamentally switch from a character power to a party ability at that point.

Finally, you want to give them some special abilities that are evocative of their focus on magic. You need different ones for each class to fit the theme. Make sure they still feel like they are much more focused on magic than a paladin or ranger. They keep worse HD and armor/weapon proficiencies.

Overall, you need more quantity and power in spells as well as alternative damage scaling and additional features, and optionally a way to access higher level magical utility abilities, if you are cutting them down to half caster and still want them to maintain a full-caster relative feel.
My initial response as I read the first part was helllllll no. But if full casters are the only ones who can cast rituals, I'd be willing to try it to see how good or bad it would turn out. I'd love some spells like wish, clone,resurrection etc to involve negotiations with outsiders or dirty representatives(or diety directly).
 
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Unlimited cantrips are not my preferred feel, though obviously it's core to 5E, so I wouldn't imagine removing them from that edition unless I really needed to heavily modify it and couldn't just play an OSR game.

One thing I have done in some games is allow mages to acquire a low-power wand which has limited charges (but can be recharged at some monetary cost), that allows them to telekinetically throw small objects/rocks/sling bullets at enemies for low damage (d4 or d6 generally, maybe more if it's a high HP system). The objects striking are still mundane, so this doesn't devalue monsters which are immune or resistant to non-magic weapons, but it's more magical than shooting with a missile weapon.
Nah. The idea would be ok if the caster could charge it themselves. Making them pay to throw rocks when everyone else can just buy a sling and pick up stones is not cool.
 

Nah. The idea would be ok if the caster could charge it themselves. Making them pay to throw rocks when everyone else can just buy a sling and pick up stones is not cool.
Paying to have a ranged attack you wouldn't otherwise have is not a bad thing. The availability of such a wand would be a pure upgrade to any M-U in any TSR edition.

But remember the whole point of this idea is to enable the wizard feels/aesthetic for the people who don't want to use mundane weapons but are not content just waiting for right right moments to use their (few, strong) spells.

If you're the style of player who wouldn't mind your wizard using a mundane missile weapon, this fix isn't really aimed at you.
 

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Paying to have a ranged attack you wouldn't otherwise have is not a bad thing. The availability of such a wand would be a pure upgrade to any M-U in any TSR edition.

But remember the whole point of this idea is to enable the wizard feels/aesthetic for the people who don't want to use mundane weapons but are not content just waiting for right right moments to use their (few, strong) spells.

If you're the style of player who wouldn't mind your wizard using a mundane missile weapon, this fix isn't really aimed at you.
I’m not sure it’s really going to work for players who want their wizards to feel magical either, since it’s a wand of “throw a rock”, something anyone can do without magic.
 

Paying to have a ranged attack you wouldn't otherwise have is not a bad thing. The availability of such a wand would be a pure upgrade to any M-U in any TSR edition.

But remember the whole point of this idea is to enable the wizard feels/aesthetic for the people who don't want to use mundane weapons but are not content just waiting for right right moments to use their (few, strong) spells.

If you're the style of player who wouldn't mind your wizard using a mundane missile weapon, this fix isn't really aimed at you.
It's the equivalent of adding durability to weapons and the charging the player to keep the weapon up. No real benefit no cool mechanic. Utterly pointless except for the extremely rare player mechanic wise and a wand of an attack cantrip does effectively the same thing. It's like giving me a half dime coin that's only worth 5 cents.
 

It's the equivalent of adding durability to weapons and the charging the player to keep the weapon up. No real benefit no cool mechanic. Utterly pointless except for the extremely rare player mechanic wise and a wand of an attack cantrip does effectively the same thing. It's like giving me a half dime coin that's only worth 5 cents.
A wand of an attack cantrip gets around monsters that need silver or magic weapons to hit.

You understand we're talking about in the context of a non-5E, non-4E edition or version of D&D, right? This idea would only be used in a game where unlimited attack cantrips intentionally don't exist. So it's still a pure upgrade to M-U power, an alternative to just giving them a regular missile weapon.
 
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I’m not sure it’s really going to work for players who want their wizards to feel magical either, since it’s a wand of “throw a rock”, something anyone can do without magic.
I'm sure it'll work for some and not for others. We're talking about a negotiated compromise option to help bridge different people's preferences in terms of how trivial and available magic attacks are.
 

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I’m not sure it’s really going to work for players who want their wizards to feel magical either, since it’s a wand of “throw a rock”, something anyone can do without magic.
Catapult, Magic Stone & Telekinesis spell: "Am I nothing to you?!?"
 

A wand of an attack cantrip gets around monsters that need silver or magic weapons to hit.

You understand we're talking about in the context of a non-5E, non-4E edition or version of D&D, right? This idea would only be used in a game where unlimited attack cantrips intentionally don't exist. So it's still a pure upgrade to M-U power, an alternative to just giving them a regular missile weapon
as opposed to throwing daggers darts or staffs, an attack dog etc? not an upgrade just another way to try to give the magic user magic that isn't really magic.
 

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