You guys are missing the point on Cantrips. They should be like any spell and be able to be memorized and exchanged out.
It is best not to scratch the surface of those silly senseless rules.
One of the biggest is the core of the 5e system advantage/disadvantage.
A blind poisoned prone frightened attacker is at the same penalty to hit the invisible dodging opponent next to him as another attacker who is just prone fighting a visible non dodging opponent. Then if either of those attackers has an ally next to them to offer 'help' then there is no penalties at all.
While I love not having to deal with 5 different modifiers to every attack or skill, the advantage/disadvantage is very awkward sometimes.
It is best not to scratch the surface of those silly senseless rules.
One of the biggest is the core of the 5e system advantage/disadvantage.
A blind poisoned prone frightened attacker is at the same penalty to hit the invisible dodging opponent next to him as another attacker who is just prone fighting a visible non dodging opponent. Then if either of those attackers has an ally next to them to offer 'help' then there is no penalties at all.
While I love not having to deal with 5 different modifiers to every attack or skill, the advantage/disadvantage is very awkward sometimes.
I totally agree with this. A person could be horribly disadvantaged, with numerous sources of disadvantage, and one source of advantage can negate it. A target could be blinded, frightened, have 3 levels of exhaustion, fighting an invisible attacker, poisoned, and restrained and yet having a friend who is similarly disadvantaged "help" them negates every single one of those disadvantages. I can see what they were going for with that, and I'm glad I don't have to deal with the modifiers as you are, there needs to be something else with this during cases of extreme disadvantage or advantage. Perhaps they negate each other only twice over, and anything after that stays? So help would negate the restrained and blinded condition, but you would need 2 other forms of advantage to get over the rest.
If you don't want someone who is incredibly disadvantaged to be able to hit, then don't allow them the dice roll. It is similar to the case of deciding whether to make the rogue use its tools to unlock a simple door. If you don't want them to fail, then don't have them roll the dice.
Besides, the average d20 roll is 10. With disadvantage it is about 5. With "double disadvantage" it might become 2 or 3 (with increased chances of a nat 1)? Is a difference of 2 or 3 on the attack roll worth altering advantage/disadvantage?
There's an easy DM solution to that. If the effects of disadvantage are so numerous that it'd be silly to negate them, rule that in that case they still have disadvantage. I think you're safe using reasonable common sense on that; when everyone at your table thinks "man, that'd be silly not to," you should do it.