Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What solution for "Cantrips don't feel magical"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7543723" data-attributes="member: 20564"><p>I gave XP to your post - I think you did a great job of expressing the points in a constructive manner, even if I am more of the opposite opinion.</p><p></p><p></p><p></p><p>To this I simply agree. Normally I'm a big fan of adjusting options available in order to support the feel of the setting. </p><p></p><p>But I'm unsure what will fill the design space if a low magic campaign simply took them out. Plunking away at mid levels with a light crossbow with a mid-range-at-best DEX doesn't fulfill the design requirements of characters should be able to contribute in combat.</p><p></p><p></p><p></p><p></p><p></p><p>From my side it's more of flipping this around - it's about avoiding doing large amounts of non-magical.</p><p></p><p>A caster who casts their three spells over five encounters and spends the rest of the time doing mundane things doesn't feel very magical. </p><p></p><p>A character who won't cast a utility spell because they need to save the slot for combat (VERY common back in earlier editions) so that they can hold up their end of the combat contribution doesn't feel very magical.</p><p></p><p>And the little bits. I almost always take cantrips like Prestidigitation, Mage Hand, Thamaturgy, Druidcraft - ones that let me represent my character as magical during other scenes even if there is only occasionally any magical use to it.</p><p></p><p></p><p></p><p>The issue is that it isn't just "some of the time". It's the majority of the time, as shown by the numbers int he original post. If you need to hit double digits just to be able to cast a spell half the time, and that assumes rare usage of spells for anything except combat, that's a big deal. It's especially noticeable at the lower levels where a lot of campaigns spend much time.</p><p></p><p>It goes back to what I said above - if you have three spells a day total, expect five or so encounters, you are doing magic very little and often won't do any magic in any of the other pillars to keep those slots for life-and-death of combat.</p><p></p><p>This is something I experienced for decades playing AD&D 2nd and 3.x.</p><p></p><p></p><p></p><p>Thanks, I see you can appreciate the issue even if it's not your primary push</p><p></p><p>As a side note, our own playtesting with spells slots showed it wasn't for our table. We tried at a few different levels and at high levels it lead toward a a lot more casting of high level spells (to pack a lot into few actions) and then casters pushing for 15 minute adventuring days. But at low levels it worked fairly well.</p></blockquote><p></p>
[QUOTE="Blue, post: 7543723, member: 20564"] I gave XP to your post - I think you did a great job of expressing the points in a constructive manner, even if I am more of the opposite opinion. To this I simply agree. Normally I'm a big fan of adjusting options available in order to support the feel of the setting. But I'm unsure what will fill the design space if a low magic campaign simply took them out. Plunking away at mid levels with a light crossbow with a mid-range-at-best DEX doesn't fulfill the design requirements of characters should be able to contribute in combat. From my side it's more of flipping this around - it's about avoiding doing large amounts of non-magical. A caster who casts their three spells over five encounters and spends the rest of the time doing mundane things doesn't feel very magical. A character who won't cast a utility spell because they need to save the slot for combat (VERY common back in earlier editions) so that they can hold up their end of the combat contribution doesn't feel very magical. And the little bits. I almost always take cantrips like Prestidigitation, Mage Hand, Thamaturgy, Druidcraft - ones that let me represent my character as magical during other scenes even if there is only occasionally any magical use to it. The issue is that it isn't just "some of the time". It's the majority of the time, as shown by the numbers int he original post. If you need to hit double digits just to be able to cast a spell half the time, and that assumes rare usage of spells for anything except combat, that's a big deal. It's especially noticeable at the lower levels where a lot of campaigns spend much time. It goes back to what I said above - if you have three spells a day total, expect five or so encounters, you are doing magic very little and often won't do any magic in any of the other pillars to keep those slots for life-and-death of combat. This is something I experienced for decades playing AD&D 2nd and 3.x. Thanks, I see you can appreciate the issue even if it's not your primary push As a side note, our own playtesting with spells slots showed it wasn't for our table. We tried at a few different levels and at high levels it lead toward a a lot more casting of high level spells (to pack a lot into few actions) and then casters pushing for 15 minute adventuring days. But at low levels it worked fairly well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What solution for "Cantrips don't feel magical"?
Top