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What solution for "Cantrips don't feel magical"?
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<blockquote data-quote="Blue" data-source="post: 7543512" data-attributes="member: 20564"><p>I disagree with this.</p><p></p><p>First, take a look at the spells cast per day in the first post. You would need to increase the number of spell slots to a ridiculous level to be able to replace all cantrip uses with spells for a 3rd level character. We're talking over 20 slots.</p><p></p><p>Second, picture that over the course of an adventuring day, all characters contribute. They do it in different ways, but I'm going to focus on a damage dealing caster vs. a damage dealing martial just so I have an apples-to-apples comparison, while in real life (real game?) there are many successful ways to contribute that aren't about damage. I'm just using damage as an example because it's got an easy number associated with it.</p><p></p><p>One type of (damage focused) character and another type of character, both with default builds, shouldn't be way out of line with each other. If over the course of a day a ranged fighter X does 400 HPs and a sorcerer X does 180 HPs (and again, nothing else - just damage), then the classes aren't balanced against each other. So we're looking for a total output that's in the same neighborhood.</p><p></p><p>High level spells do, in an action more damage then a martial. A 8d6 fireball hitting four opponents will do more damage then the Attack action of the fighter. That's fine, as long as the caster also has rounds that they do less, so at the end of the day (literally) their totals are in the same neighborhood. (Or maybe at the end of the level - there should be variations where one approach or another is better short term.)</p><p></p><p>So, if a casters to have rounds where they do less to average out with the rounds they do more, their "workhorse" needs to be less effective then that fighter. If it's 20 first level spells, each of those needs to do less.</p><p></p><p>So 1st level spells would need to be nerfed if you're going to be giving out a large number of them.</p><p></p><p>And then you have issues where low level character have very little to nova with. You get 2nd level spells being the new 1st level spells, and 1st level spells being the effective cantrips when you give them out in that profusion.</p></blockquote><p></p>
[QUOTE="Blue, post: 7543512, member: 20564"] I disagree with this. First, take a look at the spells cast per day in the first post. You would need to increase the number of spell slots to a ridiculous level to be able to replace all cantrip uses with spells for a 3rd level character. We're talking over 20 slots. Second, picture that over the course of an adventuring day, all characters contribute. They do it in different ways, but I'm going to focus on a damage dealing caster vs. a damage dealing martial just so I have an apples-to-apples comparison, while in real life (real game?) there are many successful ways to contribute that aren't about damage. I'm just using damage as an example because it's got an easy number associated with it. One type of (damage focused) character and another type of character, both with default builds, shouldn't be way out of line with each other. If over the course of a day a ranged fighter X does 400 HPs and a sorcerer X does 180 HPs (and again, nothing else - just damage), then the classes aren't balanced against each other. So we're looking for a total output that's in the same neighborhood. High level spells do, in an action more damage then a martial. A 8d6 fireball hitting four opponents will do more damage then the Attack action of the fighter. That's fine, as long as the caster also has rounds that they do less, so at the end of the day (literally) their totals are in the same neighborhood. (Or maybe at the end of the level - there should be variations where one approach or another is better short term.) So, if a casters to have rounds where they do less to average out with the rounds they do more, their "workhorse" needs to be less effective then that fighter. If it's 20 first level spells, each of those needs to do less. So 1st level spells would need to be nerfed if you're going to be giving out a large number of them. And then you have issues where low level character have very little to nova with. You get 2nd level spells being the new 1st level spells, and 1st level spells being the effective cantrips when you give them out in that profusion. [/QUOTE]
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What solution for "Cantrips don't feel magical"?
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