The fact the caster can choose to target 1 creature for 1d10 damage or 2 creatures for 1d6 damage apiece. I’m just not sure if that level of complexity in flexibility is appropriate for a cantrip. That’s what I’m asking, is it or isn’t it?
The fact the caster can choose to target 1 creature for 1d10 damage or 2 creatures for 1d6 damage apiece. I’m just not sure if that level of complexity in flexibility is appropriate for a cantrip. That’s what I’m asking, is it or isn’t it?
Having the choice between the two isn't normal for cantrips and it just makes it two cantrips stuck together. You could have phrased the question better.
Since Acid Splash does 1d6 by default, your variant would be a straight upgrade and make it effectively better than any other cantrip.
Instead, you could consider changing the base damage to 2d4, with a 1d4 split. That would slightly bump the base damage by an average of 2, but lower the split damage by the same amount. It would also keep the dice consistent between options.
would it unbalance or add too much complexity to a cantrip to make Acid Splash do 1d10 damage to a single target or 1d6 to 2 targets? Casts choice.
Thoughts? Lets discuss
What's the difference between d10 [Tooltip Not Found], other than the fact that everything is immune to fire?
I have a weird sense of humor.
I also make maps.(That's a link)
The fact the caster can choose to target 1 creature for 1d10 damage or 2 creatures for 1d6 damage apiece. I’m just not sure if that level of complexity in flexibility is appropriate for a cantrip. That’s what I’m asking, is it or isn’t it?
Having the choice between the two isn't normal for cantrips and it just makes it two cantrips stuck together. You could have phrased the question better.
I have a weird sense of humor.
I also make maps.(That's a link)
Since Acid Splash does 1d6 by default, your variant would be a straight upgrade and make it effectively better than any other cantrip.
Instead, you could consider changing the base damage to 2d4, with a 1d4 split. That would slightly bump the base damage by an average of 2, but lower the split damage by the same amount. It would also keep the dice consistent between options.