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Community
General Tabletop Discussion
*Dungeons & Dragons
Removing/modifying the Cantrips Subsystem
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<blockquote data-quote="Sadrik" data-source="post: 6417857" data-attributes="member: 14506"><p>This does not affect the infinite magic of cantrips. </p><p></p><p></p><p></p><p>The idea is that all of the 1st level attack spells can be cast as a cantrip for 1d damage. And they can also be scaled up by using higher level slots. Cantrips are still there. They just all become first level spells and behave like a regular spell for learning and scaling up. </p><p></p><p>Spelled out examples:</p><p>Fire Bolt</p><p>In this, it is a 1st level spell that deals 2d10 damage and for each level higher it is cast at it deals 1d10 more damage. You can also cast it as a cantrip which makes it stay in memory still and it deals 1d10 damage.</p><p></p><p>Detect Magic</p><p>1st level spell can be cast as a cantrip any number of times.</p><p></p><p>This does a few things that I think are neat. First it removes the cantrip subsystem. The auto-scaling spells and the seperate learning method. It brings them into the standard scaling of using higher spell levels to scale. Second it makes some of the other 1st level spells that are attack spells into cantrips. Magic missile can now be cast as a cantrip etc. Both of these features are desirable.</p><p></p><p>For limiting cantrips to a certain amount per long rest or short rest. I approve of that move. Something like casting stat per short rest works. Do if you had a 20 INT as a wizard you could do 5 cantrips between each short rest. Or perhaps the overall stat per day, so the same wizard might use up to 20 cantrips per day.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6417857, member: 14506"] This does not affect the infinite magic of cantrips. The idea is that all of the 1st level attack spells can be cast as a cantrip for 1d damage. And they can also be scaled up by using higher level slots. Cantrips are still there. They just all become first level spells and behave like a regular spell for learning and scaling up. Spelled out examples: Fire Bolt In this, it is a 1st level spell that deals 2d10 damage and for each level higher it is cast at it deals 1d10 more damage. You can also cast it as a cantrip which makes it stay in memory still and it deals 1d10 damage. Detect Magic 1st level spell can be cast as a cantrip any number of times. This does a few things that I think are neat. First it removes the cantrip subsystem. The auto-scaling spells and the seperate learning method. It brings them into the standard scaling of using higher spell levels to scale. Second it makes some of the other 1st level spells that are attack spells into cantrips. Magic missile can now be cast as a cantrip etc. Both of these features are desirable. For limiting cantrips to a certain amount per long rest or short rest. I approve of that move. Something like casting stat per short rest works. Do if you had a 20 INT as a wizard you could do 5 cantrips between each short rest. Or perhaps the overall stat per day, so the same wizard might use up to 20 cantrips per day. [/QUOTE]
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Removing/modifying the Cantrips Subsystem
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