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What solution for "Cantrips don't feel magical"?
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<blockquote data-quote="Wiseblood" data-source="post: 7544060" data-attributes="member: 42437"><p>I see a lot of cantrips used at my table. A lot. There is very little difference between a crossbow bolt and fire bolt. </p><p></p><p>I like cantrips and I hate them.</p><p></p><p>They provide a zero cost “magic effect” that scales. This does some things that I don’t like.</p><p></p><p>1) Ridiculously powerful classes called spellcasters have one less check in power. Shielding the same from managing resources that should have balanced out the curve.</p><p></p><p>2) They give players that have a bad loadout something pretty good to do. which should have offset the times when the loadout was the “I win button”.</p><p></p><p>3) They are cheap shot at classes that get stuck with the grunt work of getting hit and buying arrows. The people that actually should get scaling damage. </p><p></p><p>Now for why I love them. </p><p></p><p>1) I would use them.</p><p></p><p>2) People that can fly, become invisible, cure bilndness and so on have one less thing to piss and moan about when they haven’t rested in the last fifteen minutes.</p><p></p><p>3) While they didn’t eliminate the 15 minute workday they gave players something that kept them from having to lug around a few actual weapons.</p><p></p><p>The solution I propose, Nerf them. A free resource that is all but inexhaustible (and weightless) should be less powerful than a dagger Magic or no magic. It should also be very limited in flexibility too. Cantrips are the Druid animal companion of 5e. They are better than an entire suite of class abilities and you get them from the word go.</p><p></p><p>That said, if they exist, they should do magical stuff. Things that can’t be done normally. Just smaller and more low keyed instead of blasting stuff and melting stuff. As far as warlocks and sorcerers go give them the arcane versions of channel divinity. No one can cherry pick that...right?</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 7544060, member: 42437"] I see a lot of cantrips used at my table. A lot. There is very little difference between a crossbow bolt and fire bolt. I like cantrips and I hate them. They provide a zero cost “magic effect” that scales. This does some things that I don’t like. 1) Ridiculously powerful classes called spellcasters have one less check in power. Shielding the same from managing resources that should have balanced out the curve. 2) They give players that have a bad loadout something pretty good to do. which should have offset the times when the loadout was the “I win button”. 3) They are cheap shot at classes that get stuck with the grunt work of getting hit and buying arrows. The people that actually should get scaling damage. Now for why I love them. 1) I would use them. 2) People that can fly, become invisible, cure bilndness and so on have one less thing to piss and moan about when they haven’t rested in the last fifteen minutes. 3) While they didn’t eliminate the 15 minute workday they gave players something that kept them from having to lug around a few actual weapons. The solution I propose, Nerf them. A free resource that is all but inexhaustible (and weightless) should be less powerful than a dagger Magic or no magic. It should also be very limited in flexibility too. Cantrips are the Druid animal companion of 5e. They are better than an entire suite of class abilities and you get them from the word go. That said, if they exist, they should do magical stuff. Things that can’t be done normally. Just smaller and more low keyed instead of blasting stuff and melting stuff. As far as warlocks and sorcerers go give them the arcane versions of channel divinity. No one can cherry pick that...right? [/QUOTE]
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What solution for "Cantrips don't feel magical"?
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