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Spell Casting

The document proposes a house rule for scaling cantrip damage in Dungeons & Dragons to enhance player enjoyment. Instead of the traditional damage progression, it suggests starting with lower damage dice that increase more frequently as players level up. The aim is to maintain overall damage balance while providing a more satisfying sense of growth in spellcasting abilities.

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0% found this document useful (0 votes)
7 views1 page

Spell Casting

The document proposes a house rule for scaling cantrip damage in Dungeons & Dragons to enhance player enjoyment. Instead of the traditional damage progression, it suggests starting with lower damage dice that increase more frequently as players level up. The aim is to maintain overall damage balance while providing a more satisfying sense of growth in spellcasting abilities.

Uploaded by

asheraryam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Spellcasting

#combat

The DM Lair: The D&D house rules no one talks


about

Change Cantrip Damage Scaling

Look, again, I know this already exists in D and D, but the damage power-
ups don't occur that often, and if you're a player, it can take ages, it
seems, before your Firebolt gains damage. Thus, I think that going the
route of having cantrips do less damage initially but scale up more often
could be fun. Consider this: instead of Firebolt doing 1d10 damage at
level one and then 2d10 at level five, wouldn't it be more fun if it did 1d6
damage at first level, 2d6 at third level, 3d6 at fifth level, 4d6 at seventh
level, and so on? I mean, I think so.

Now, the trick here, of course, is to implement the change such that you're
not actually changing the damage the cantrip deals that much. This is a
house rule for psychological benefit, to make things more fun. We're not
actually trying to boost damage or decrease it, for that matter. Now, our
quick and dirty method for scaling cantrips is to do this: first, cantrip
damage dice are reduced by two steps (so a d10 becomes a d6, a d8
becomes a d4, and so on, to a minimum of d4). Then, the damage
increases by that amount every other level. So, your damage increases
come at levels three, five, seven, and so on. At those levels, you gain an
additional die.

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