Hm. Well, nice to meet an actual designer on these forums, but I still respectfully disagree with your approach. Sorry if I sounded hostile earlier, most suggestions in these parts are usually made in some kind of bad faith, and at least you're consistent in your reasoning.

Maybe instead of looking at Firebolt in a vacuum, we should consider all of the other cantrips too? I think one of the other formerly unvoiced issues I had with the firebolt suggestion in particular was how it'd basically invalidate the use of most other cantrips, and the differing amount of value we place in the source material.

For one, I would prefer to be closer to the source material by simply reverting enemy AC and HP back to something closer to tabletop, and knowing that DnD largely runs on a cost/benefit analysis system more than anything else. But if the developers continue insisting on the lower AC/higher HP design, player damage probably does need some kind of buff somewhere, because the action economy is currently heavily stacked against the player as it is with the amount of fights where you're grossly outnumbered on top of that (and putting far too much emphasis on controlling the high ground and turn 1-2 ambush tactics, which heavily limits your options - which is bad for a supposedly tactical game such as this).

Last edited by Saito Hikari; 19/02/21 08:13 PM.