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What solution for "Cantrips don't feel magical"?
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<blockquote data-quote="5ekyu" data-source="post: 7543942" data-attributes="member: 6919838"><p>If you want to address ssme spell spam bringing more Tom Cruise into your game, you need something like the pro-wrestling rule of the well.</p><p></p><p>***********</p><p></p><p>"Going to the well too often" - Unlike slotted spells, cantrips drawn power from you, from your own reserve or well of magic. Cantrips may be cast over and over but the well gets lower and lower and they get less effective if used repeatedly in a short time. "</p><p></p><p>"Each time you cast a cantrip, apply a -1 cumulative to any subsequent cantrip (all its values including attack roll, save DC, and effect roll or fixed value) Casting any slotted spell recharges your "well" and removes all cantrip penalties. A short or long rest also fills the well."</p><p></p><p></p><p>**********</p><p></p><p>So, using the shallow well, folks cannot effectively spam cantrips but can use them as filler stretching out their spell use between slotted spells. The four casters all throwing firebolt have to mix in cast slotted spells to keep refilling that well and use of slotted spells brings maybe a bit more class features in play.</p><p> </p><p></p><p>Might also impact some **not this thread** issues like folks who go nuts over Guidance.</p><p></p><p>Easy to track - red poker chip for each dip in the well. </p><p> </p><p>Obviously, Warlock is an issue due to it bring built to spam EB but a class feature for them solves it with "but if any invocation is used with EB it is not going to drain the well - no -1 applied"</p><p></p><p>Of course, this still allows the players to all choose to take warlock if they all want to spam cantrips - so the "*thwart the players choices* goal is not reached entirely.</p><p></p><p>Off the cuff guessing, my bet is most of the time, by the time you get to -2 or more, players will look to refill that well with a spell. That leads to maybe 2-3 can trips between each spell cast max or a net of 3-4 times your spell slots in total castings plus 2-3 more per short rest. </p><p></p><p>That feels like it goes a long way to meet a goal of "filling an encounter day of rounds" but changing the "same effect round affect round" etc.</p><p></p><p>The odd impact it would have is on "long" spell use. Each slotted spell cast is a free "well refill" so if you cast mage armor an hour ago that is a wasted well fill. So, do you hold off mage armor to cast after a cantrip or two - risky but optimizing each slot to get the most cantrips.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7543942, member: 6919838"] If you want to address ssme spell spam bringing more Tom Cruise into your game, you need something like the pro-wrestling rule of the well. *********** "Going to the well too often" - Unlike slotted spells, cantrips drawn power from you, from your own reserve or well of magic. Cantrips may be cast over and over but the well gets lower and lower and they get less effective if used repeatedly in a short time. " "Each time you cast a cantrip, apply a -1 cumulative to any subsequent cantrip (all its values including attack roll, save DC, and effect roll or fixed value) Casting any slotted spell recharges your "well" and removes all cantrip penalties. A short or long rest also fills the well." ********** So, using the shallow well, folks cannot effectively spam cantrips but can use them as filler stretching out their spell use between slotted spells. The four casters all throwing firebolt have to mix in cast slotted spells to keep refilling that well and use of slotted spells brings maybe a bit more class features in play. Might also impact some **not this thread** issues like folks who go nuts over Guidance. Easy to track - red poker chip for each dip in the well. Obviously, Warlock is an issue due to it bring built to spam EB but a class feature for them solves it with "but if any invocation is used with EB it is not going to drain the well - no -1 applied" Of course, this still allows the players to all choose to take warlock if they all want to spam cantrips - so the "*thwart the players choices* goal is not reached entirely. Off the cuff guessing, my bet is most of the time, by the time you get to -2 or more, players will look to refill that well with a spell. That leads to maybe 2-3 can trips between each spell cast max or a net of 3-4 times your spell slots in total castings plus 2-3 more per short rest. That feels like it goes a long way to meet a goal of "filling an encounter day of rounds" but changing the "same effect round affect round" etc. The odd impact it would have is on "long" spell use. Each slotted spell cast is a free "well refill" so if you cast mage armor an hour ago that is a wasted well fill. So, do you hold off mage armor to cast after a cantrip or two - risky but optimizing each slot to get the most cantrips. [/QUOTE]
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What solution for "Cantrips don't feel magical"?
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