@JeremyECrawford
Thank you for your hard work. I just happened to learn you kindly answer to players question on D&D 5e rules, so i am here to ask you mine; i don't know if you already answered this question in the past, i apologize if it's the case.I don’t even know how to tweet properly,
so i do a screenshot… Shame on me. I
can be a high level mage, this doesn’t
mean i am proficient in Twitter…
Let’s come to the topic (it’s a thought,
more than a question):
I noticed attack cantrips evolve, otnher
cantrips don’t. I understand that a higher
level mage (or other classes) has MORE
cantrips, but a 20 level mage minor
illusion is the same of a first level
newbie. Fire bolt grows in power,
message doesn’t allow comunication at
a longer distance. Shocking grasp is
more dangerous level to level, while
mending is the same in every single
trait.
Some feats give possibilities to learn
other cantrips, but only attack ones
“evolve”.
I think it could be developed in a little
more “fair” way, enhancing some traits
of the other cantrips too.
Thank you for your attention.
pic.twitter.com/ABFdeiPerI— Fulcrus De Murv (@FMurv) November 29, 2017
Most non-damaging cantrips are just as good at level 20 as they are at level 1, whereas a damaging cantrip would become obsolete if it didn't increase in power. That's why damaging cantrips get better. #DnD https://t.co/LsiIB6VrHZ
— Jeremy Crawford (@JeremyECrawford) November 29, 2017
To be fair, “just as good” doesn’t mean “just as comparable impressive.” Makes sense that a 20th level Mage Hand could lift more than a 1st level mage hand; utility wise might be fine, but narrative wise could be questionable. The damage increase isn't meant to make the damaging cantrips more impressive. It keeps them relevant. Maintaining relevance is the design goal for cantrips. Want to lift more than mage hand can lift? Use telekinesis.
— Jeremy Crawford (@JeremyECrawford) November 29, 2017