A cantrip that heals would instantly become the most abused and misused spell in the game.
Depends on the degree to which you have multiple encounters in a day (if you only have one encounter, who cares if you can full heal the party in five minutes) and whether hp depletion is all that significant. You can also give it a consumable material component -- potions of healing are about 7 gp and 0.07 lb per hp, so something that heals by 1d6 hp but requires 25gp and 0.25 lb in materials doesn't break anything that you can't break with a bag of holding full of potions.
Of the Cantrip literally requires potions of healing to be used, but heals less than a potion... why would I use the spell and not the potion?
Of the Cantrip literally requires potions of healing to be used, but heals less than a potion... why would I use the spell and not the potion?
Well, stats I gave were basically half a potion for half the healing, but it could have other benefits (such as range) and you could make it more efficient, I was just giving an example of "clearly not broken".
Of the Cantrip literally requires potions of healing to be used, but heals less than a potion... why would I use the spell and not the potion?
Well, stats I gave were basically half a potion for half the healing, but it could have other benefits (such as range) and you could make it more efficient, I was just giving an example of "clearly not broken".
But again, If you're going to give a cantrip heal and add a caveat (like requires the use of a healing potion) sure you can give it range, but you've defeated the point of the cantrip. No current cantrip that requires M components expends those components. For if the point of cantrips is they can be used "limitlessly," limiting a cantrip just to have a healing one goes against core game design.
A cantrip that heals would instantly become the most abused and misused spell in the game.
Depends on the degree to which you have multiple encounters in a day (if you only have one encounter, who cares if you can full heal the party in five minutes)
Currently, dms have one tool to challenge players: muntiple encounters to drain some of their expendable resources, like spell slots, so that by the time they get to the bbeg, they cant go nova on them.
If you only have one encounter, a healing cantrip might be less abusable, but players will go nova with all their expendable resources.
And if the dm DOES throw a bunch of encounters at the party to drain their resources, then a healing cantrip will make it impossible to drain resources for any healing.
This is exactly the sort of feature a power gamer would love, but i cant imagine any DM thinking this is a good idea. Players are ALREADY nigh impossible to kill. A healing cantrip, in any form will put the worlds biggest thumb on the scales of game balance, in favor of players.
Lets put it anothrr way: how many character levels, on average, do you play before your character dies?
If you die maybe once in an entire campaign, what about that suggests a healing cantrip is needed?
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“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
Currently, dms have one tool to challenge players: muntiple encounters to drain some of their expendable resources, like spell slots, so that by the time they get to the bbeg, they cant go nova on them.
First of all, that's not true -- as long as you're willing to toss the encounter building rules in the trash you can challenge them with one encounter -- and secondly, it's kind of irrelevant to my point, which is that having access to cantrip healing only matters if you have multiple encounters per day.
This doesn't mean I think a cantrip heal is a good idea, but it may be surprisingly irrelevant to many games.
Currently, dms have one tool to challenge players: muntiple encounters to drain some of their expendable resources, like spell slots, so that by the time they get to the bbeg, they cant go nova on them.
First of all, that's not true -- as long as you're willing to toss the encounter building rules in the trash you can challenge them with one encounter -- and secondly, it's kind of irrelevant to my point, which is that having access to cantrip healing only matters if you have multiple encounters per day.
This doesn't mean I think a cantrip heal is a good idea, but it may be surprisingly irrelevant to many games.
" long as you're willing to toss the encounter building rules in the trash"
But if the dm is ignoring the rules, wouldnt they just look at the player builds, note that they have a healing cantrip, and just increase the encounter some.more?
All.the players who constantly push for power creep dont seem to realize that dm's will simply be forced to i increase the encounter deadliness to keep challenging the players.
Say the game, by the rules, has a 1% chance of killing a player per combat encounter. Some power gamer wants more power (more damage, more healing, doesnt matter) which ends up lowering the chance of killing a player to 0.1% per combat encounter. Combat will be so easy that players get bored and leave. (I cast my magic missile cantrip which does 200 force damage) And DMs will be forced to increase the difficulty of all encounters to get thr chance of killing a player back to 1%.
And you didnt answet my question about how often does your character get killed. I will assume its a rare, rare occurrence, which supports the idea that a healing cantrip isnt needed.
"This doesn't mean I think a cantrip heal is a good idea"
Well, dont leave us all hanging. Do you think its a good idea or not? Cause right now, its seems like maybe you do.
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“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
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Of the Cantrip literally requires potions of healing to be used, but heals less than a potion... why would I use the spell and not the potion?
Well, stats I gave were basically half a potion for half the healing, but it could have other benefits (such as range) and you could make it more efficient, I was just giving an example of "clearly not broken".
But again, If you're going to give a cantrip heal and add a caveat (like requires the use of a healing potion) sure you can give it range, but you've defeated the point of the cantrip. No current cantrip that requires M components expends those components. For if the point of cantrips is they can be used "limitlessly," limiting a cantrip just to have a healing one goes against core game design.
Currently, dms have one tool to challenge players: muntiple encounters to drain some of their expendable resources, like spell slots, so that by the time they get to the bbeg, they cant go nova on them.
If you only have one encounter, a healing cantrip might be less abusable, but players will go nova with all their expendable resources.
And if the dm DOES throw a bunch of encounters at the party to drain their resources, then a healing cantrip will make it impossible to drain resources for any healing.
This is exactly the sort of feature a power gamer would love, but i cant imagine any DM thinking this is a good idea. Players are ALREADY nigh impossible to kill. A healing cantrip, in any form will put the worlds biggest thumb on the scales of game balance, in favor of players.
Lets put it anothrr way: how many character levels, on average, do you play before your character dies?
If you die maybe once in an entire campaign, what about that suggests a healing cantrip is needed?
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
First of all, that's not true -- as long as you're willing to toss the encounter building rules in the trash you can challenge them with one encounter -- and secondly, it's kind of irrelevant to my point, which is that having access to cantrip healing only matters if you have multiple encounters per day.
This doesn't mean I think a cantrip heal is a good idea, but it may be surprisingly irrelevant to many games.
" long as you're willing to toss the encounter building rules in the trash"
But if the dm is ignoring the rules, wouldnt they just look at the player builds, note that they have a healing cantrip, and just increase the encounter some.more?
All.the players who constantly push for power creep dont seem to realize that dm's will simply be forced to i increase the encounter deadliness to keep challenging the players.
Say the game, by the rules, has a 1% chance of killing a player per combat encounter. Some power gamer wants more power (more damage, more healing, doesnt matter) which ends up lowering the chance of killing a player to 0.1% per combat encounter. Combat will be so easy that players get bored and leave. (I cast my magic missile cantrip which does 200 force damage) And DMs will be forced to increase the difficulty of all encounters to get thr chance of killing a player back to 1%.
And you didnt answet my question about how often does your character get killed. I will assume its a rare, rare occurrence, which supports the idea that a healing cantrip isnt needed.
"This doesn't mean I think a cantrip heal is a good idea"
Well, dont leave us all hanging. Do you think its a good idea or not? Cause right now, its seems like maybe you do.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire