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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Steampunkette" data-source="post: 8302539" data-attributes="member: 6796468"><p>More seriously: I love Cantrips. I think Cantrips should be the baseline competence of all Spellcasters in Combat. With special class-specific riders for them, rather than a bunch of spell slots used on Fireballs and stuff.</p><p></p><p>Like Warlocks getting harder-hitting attack cantrips to play up their striker role. Wizards getting a wider variety of combat-related cantrips that do more than -just- some damage. And Sorcerers flinging cantrips that they get to customize with Spell Points to make them do different aspects of combat functions to different degrees.</p><p></p><p>I think Clerics should get more Defensive Cantrips like protective wards that reduce incoming damage to nearby allies for a turn. While Druids should get cantrips that cause the environment to change.</p><p></p><p>Maybe split cantrips into different "Buckets" of Offense, Defense, Control, and Utility, and have every spellcaster get a specified number of each with a few free "Floating" Cantrips. And then SAVAGELY curtail the availability of "Real" spell slots on both a long rest and short rest basis.</p><p></p><p>Make Magic for spellcasters something they often have at their fingertips at a level of impact similar to a martial character's power... but also able to drastically alter that a few times.</p><p></p><p>Oh. And more Ritual Casting. Pretty much every non-combat spell should just be a Ritual that someone can spend cash and downtime on scribing it into their spellbook rather than trying to balance their spell slot use between combat-casting and out of combat utility. Any spell with a casting time higher than 1 round is already practically a Ritual Spell, anyhow, so just get it over with.</p><p></p><p>Resurrection? No one has time to memorize that crap and it takes an hour to cast anyhow. Just slap the Ritual tag on it and now the Cleric doesn't need to save a level 7 Spell Slot but still needs expensive material components.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8302539, member: 6796468"] More seriously: I love Cantrips. I think Cantrips should be the baseline competence of all Spellcasters in Combat. With special class-specific riders for them, rather than a bunch of spell slots used on Fireballs and stuff. Like Warlocks getting harder-hitting attack cantrips to play up their striker role. Wizards getting a wider variety of combat-related cantrips that do more than -just- some damage. And Sorcerers flinging cantrips that they get to customize with Spell Points to make them do different aspects of combat functions to different degrees. I think Clerics should get more Defensive Cantrips like protective wards that reduce incoming damage to nearby allies for a turn. While Druids should get cantrips that cause the environment to change. Maybe split cantrips into different "Buckets" of Offense, Defense, Control, and Utility, and have every spellcaster get a specified number of each with a few free "Floating" Cantrips. And then SAVAGELY curtail the availability of "Real" spell slots on both a long rest and short rest basis. Make Magic for spellcasters something they often have at their fingertips at a level of impact similar to a martial character's power... but also able to drastically alter that a few times. Oh. And more Ritual Casting. Pretty much every non-combat spell should just be a Ritual that someone can spend cash and downtime on scribing it into their spellbook rather than trying to balance their spell slot use between combat-casting and out of combat utility. Any spell with a casting time higher than 1 round is already practically a Ritual Spell, anyhow, so just get it over with. Resurrection? No one has time to memorize that crap and it takes an hour to cast anyhow. Just slap the Ritual tag on it and now the Cleric doesn't need to save a level 7 Spell Slot but still needs expensive material components. [/QUOTE]
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