The newest One D&Dplaytest release,, is out and open for surveys until November 5, 2023. Many of the changes Wizards of the Coast has proposed so far for the upcoming next edition of have been controversial, to say the least. From removing class-specific spell lists to changing critical successes and failures altogether, the game designers have been experimenting with a variety of new mechanics. In this latest update, a brand-new system for player strongholds called Bastions makes up the bulk of the content, but keen players will take notice of some major changes to cantrips that could greatly affect game balance.
Cantrips are a notoriously difficult area of balance for. Since these spells can be cast at will, designers have to be extremely careful that the spells can't be abused, and don't outshine non-magical options. Spells of first level and higher are easier to balance, since a limited resource (spell slots) generally keeps them in check. Cantrips are bound by tight, unspoken balance conventions in fifth edition, but One D&D seems to be largely doing away with those conventions. For those who aren't deeply invested in spell balance, these changes may not immediately seem significant, but for players who are, One D&D's updates ar a huge point of interest.
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The biggest potential problem at the forefront of One D&D's new cantrip updates lies in the casting time changes of certain spells. Keen players will note that all the cantrips in 5e have a one-action casting time, except for two spells: and (from ). Although these spells are cast as a bonus action, since they don't actively contribute anything to the turn, instead modifying other
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