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Spells you house rule?
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<blockquote data-quote="Baron Opal II" data-source="post: 8626756" data-attributes="member: 6794067"><p>It does depend on the level of detail you are going for. For me, it becomes relevant due to a number of other consequences.</p><p></p><p>There are <em>a lot </em>of mundane or preternatural things to buy in my campaign. Coin is important to 9th - 12th level and beyond. Temperature and precipitation can kill the ignorant amazingly quickly; while I might rule on the benefit of shelter only occasionally, travelling during storms, winter, heat waves, or high altitude require some preparation. Consult your local ranger or druid.</p><p></p><p>An important point that isn't explicit in my previous post is that <em>tiny hut</em> in my game isn't some impenetrable bunker, but a magical tent. I take environmental issues into consideration, but an angry grizzly can ruin your evening.</p><p></p><p>That said, I've been looking through my old Arduin books the other day, and there was usually some hp rating for force walls and effects. I'm like to return to that. For <em>tiny hut</em>, it is likely to have a rating around one round's worth of bear damage. Enough to let you wake up, swear at whomever was on watch, and grab your weapon or wand.</p><p></p><p></p><p>For my sake, I would consider letting the cleric cast <em>guidance</em>. However, I also limit cantrips to Attribute mod + Proficiency bonus times per day. Once there is an opportunity cost people are more judicious in its use. I allow it to be cast somewhat mysteriously (the cleric has no knowledge or reason to cast it otherwise) as part of the game aspect of the RPG. The cleric feels moved by their Patron that an ally could use a blessing.</p><p></p><p>Cantrip House Rules</p><p>Castings per Day: Attribute mod + Proficiency bonus</p><p>Damaging cantrips can affect non-target objects in accord with their damage type. <em>Firebolt</em> can already ignite a campfire, but <em>acid splash</em> can corrode metal, <em>ray of frost</em> freeze a cupful of water, &c. They also do not increase in damage with level.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8626756, member: 6794067"] It does depend on the level of detail you are going for. For me, it becomes relevant due to a number of other consequences. There are [I]a lot [/I]of mundane or preternatural things to buy in my campaign. Coin is important to 9th - 12th level and beyond. Temperature and precipitation can kill the ignorant amazingly quickly; while I might rule on the benefit of shelter only occasionally, travelling during storms, winter, heat waves, or high altitude require some preparation. Consult your local ranger or druid. An important point that isn't explicit in my previous post is that [I]tiny hut[/I] in my game isn't some impenetrable bunker, but a magical tent. I take environmental issues into consideration, but an angry grizzly can ruin your evening. That said, I've been looking through my old Arduin books the other day, and there was usually some hp rating for force walls and effects. I'm like to return to that. For [I]tiny hut[/I], it is likely to have a rating around one round's worth of bear damage. Enough to let you wake up, swear at whomever was on watch, and grab your weapon or wand. For my sake, I would consider letting the cleric cast [I]guidance[/I]. However, I also limit cantrips to Attribute mod + Proficiency bonus times per day. Once there is an opportunity cost people are more judicious in its use. I allow it to be cast somewhat mysteriously (the cleric has no knowledge or reason to cast it otherwise) as part of the game aspect of the RPG. The cleric feels moved by their Patron that an ally could use a blessing. Cantrip House Rules Castings per Day: Attribute mod + Proficiency bonus Damaging cantrips can affect non-target objects in accord with their damage type. [I]Firebolt[/I] can already ignite a campfire, but [I]acid splash[/I] can corrode metal, [I]ray of frost[/I] freeze a cupful of water, &c. They also do not increase in damage with level. [/QUOTE]
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