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What solution for "Cantrips don't feel magical"?
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<blockquote data-quote="NaturalZero" data-source="post: 7543610" data-attributes="member: 55705"><p>Sorry I'm so behind. I went to work and came back to a million pages of posts added.</p><p></p><p></p><p></p><p>The fact that they all chose different classes but separately chose the exact same spells means that what they chose feels less special though, which is my issue. If your party is a human, a dog, an bull, and cat, the one character that has five fingers on each hand has an awesome ability. If you decide that the dog, the cat, and the bull can all have the option of five fingered hands, it ceases to be a special distinguishing feature. It becomes mundane.</p><p></p><p></p><p></p><p>This may sound like a radical idea, but I think a class based games should have... ya know... classes that do different stuff. We have a "fighter" that's good with swords and a "wizard" that can shoot fire. Do you think we should just have one class that can pick from everything, because there are a systems that do that? The cantrip pool is so small and so easy to access, it makes cantrips feel boring due to over-saturation.</p><p></p><p></p><p></p><p>The reason people are picking the same spells is because people have figured out that some spells are generally better than others. "The ones we need" versus "the ones we don't" problem already exists because of this and because of how broad the overlap is, you're going to have the warlock, cleric, wizard, sorcerer, et al, with the same "ones we need" spells if they have the option to take them. The system gets a straight-jacket instead of individual classes. Granted, this issue isn't too huge when it comes to general magic slots, but when we're talking about cantrips, their uniqueness is complete destroyed.</p><p></p><p></p><p></p><p>I'd rather toss the wizard in the garbage and replace if with the Illusionist, the Necromancer, the Evoker, and the Oracle, each with a spell list that barely overlaps. Then, you would actually see "wizards" that were qualitatively and quantitatively different from each other instead of our current situation where pretty much every wizard picks a few of the same old spells, regardless of what school they are.</p><p></p><p></p><p></p><p>If my wizard goes into the dungeon with a crossbow and 10 bolts, he can shoot "firebolt" from thin air all day long, but is limited to only 10 uses of "fire a crossbow bolt." This means that unlimited firebolt is mundane and firing a crossbow bolt is magical?</p><p></p><p>I'm having a hard time wrapping my head around (what I think) the argument being made.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 7543610, member: 55705"] Sorry I'm so behind. I went to work and came back to a million pages of posts added. The fact that they all chose different classes but separately chose the exact same spells means that what they chose feels less special though, which is my issue. If your party is a human, a dog, an bull, and cat, the one character that has five fingers on each hand has an awesome ability. If you decide that the dog, the cat, and the bull can all have the option of five fingered hands, it ceases to be a special distinguishing feature. It becomes mundane. This may sound like a radical idea, but I think a class based games should have... ya know... classes that do different stuff. We have a "fighter" that's good with swords and a "wizard" that can shoot fire. Do you think we should just have one class that can pick from everything, because there are a systems that do that? The cantrip pool is so small and so easy to access, it makes cantrips feel boring due to over-saturation. The reason people are picking the same spells is because people have figured out that some spells are generally better than others. "The ones we need" versus "the ones we don't" problem already exists because of this and because of how broad the overlap is, you're going to have the warlock, cleric, wizard, sorcerer, et al, with the same "ones we need" spells if they have the option to take them. The system gets a straight-jacket instead of individual classes. Granted, this issue isn't too huge when it comes to general magic slots, but when we're talking about cantrips, their uniqueness is complete destroyed. I'd rather toss the wizard in the garbage and replace if with the Illusionist, the Necromancer, the Evoker, and the Oracle, each with a spell list that barely overlaps. Then, you would actually see "wizards" that were qualitatively and quantitatively different from each other instead of our current situation where pretty much every wizard picks a few of the same old spells, regardless of what school they are. If my wizard goes into the dungeon with a crossbow and 10 bolts, he can shoot "firebolt" from thin air all day long, but is limited to only 10 uses of "fire a crossbow bolt." This means that unlimited firebolt is mundane and firing a crossbow bolt is magical? I'm having a hard time wrapping my head around (what I think) the argument being made. [/QUOTE]
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What solution for "Cantrips don't feel magical"?
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