Would reduced cantrips make wizards underpowered?

Post/Author/DateTimePost
#1

Figgle

Aug 13, 2014 16:03:05

So I read through the basic file on the D&D 5 and I thought it looked pretty good but there was one aspect in particular that I think I would want to houserule different than what's in the book.  I like in older editions of D&D how the wizard can run out of magic if they overexert themselves and need to use weapons occasionally.  The cantrips in this edition seem to take away the need for weapons (similar to 4th).  I was wondering if either making them weaker or limiting the number of times they could be cast would overly weaken the wizard  

#2

reddaemon

Aug 13, 2014 16:31:09

If you are going for a more low magic kind of game, you could make cantrips known into cantrips per day and it would be pretty much the same as it was in 3.5 except with the ability to cast the same cantrip several times until all uses are used up.  This should probably be in another forum though as it doesn't appear you have a rules question.  If you do it, you should do it for everyone, not just Wizards.  It would probably be problematic for Warlocks though.

#3

AaronOfBarbaria

Aug 13, 2014 22:11:30

Why not just have most casters take non-attack cantrips? Best of both worlds - they don't have constant spell attacks to do, but they are deprived of the minor magic needed so that they aren't miles behind other classes in terms of "get stuff done."

#4

FallingIcicle

Aug 13, 2014 23:59:47

Figgle wrote:
#5

mellored

Aug 14, 2014 5:21:45

Removing cantrips would not have a large overall impact on wizards balance.  Flavor yes, but not much on balance.

 

 

At low levels, if you have 14 Dex, your just as well off using a bow.

At higher levels, you aren't likely to run out of spells.

 

 

That said, a nerf is still a nerf.

So i would give them multi-attack at level 8 or so.

#6

Dane_McArdy

Aug 14, 2014 7:51:50

While cantrips get more powerful as a wizard levels, the still seem to be less powerful than full on spells. First, you can't cast them at a higher spells slot. So the amount of damage is better than say a dagger. But if you are fighting something with resistance, or immunities, that cantrip isn't going to do anything. 

#7

RustedKitsune

Aug 14, 2014 18:29:45

Please note that cantrips seem to be about equal to a weapon - they are the wizard's crossbow. It's like carrying a pistol with as many mags as you can get, and a few blocks of C4. The pistol is primary and the C4 is for the Big Stuff That Must Go Boom Right Now.

#8

Jvance420

Aug 14, 2014 18:34:52

FallingIcicle wrote:
#9

shivafang

Aug 15, 2014 6:33:26

If you reduce cantrips, I wouldn't worry about the wizard as much as the Eldrich Knight - which gets a bonus attack after they cast a cantrip at level 7.  Weakining cantrips too much would essentially make this class feature useless, as it will always be better to attack twice (or 3 times at level 11).  So, unless you are disallowing EKs in your game for some reason, I say leave th attack cantrips alone.