You Too Can Trip with Cantrips!
As noted in prior posts, cantrips in my D&D hack are minor magics available to the Magic-user class, allowing them to create magical or supernatural effects with their magical powers, to help make up for the “one-shot wand” nature of their class, and give them more to do.
Unlike in other editions of D&D, cantrips are not spells. They do not need to be memorized, and there is no set list upon which the Magic-user can call. They are simply a supernatural boost to any normal task the wizard cares to attempt, or can simply be used to add a bit of flair to the character. They are considered a Tool. They are also the only Tool that can be utilized for any task or skill attempt that might be made. Because magic.
Insta-doom!
In the original D&D game, there are certain things that cause instant death for PCs, such as poison and reaching 0 hit points.
You take enough damage, or you fail a save, and it’s game over. Roll up a new character. Long experience has show me that this is not fun if a player is attached to that character, as most players are, and increasingly so with the time invested. At the same time, in a game where survival and mortal danger are core components of play and centrally-focused by the rules, simply excluding character death is unsatisfactory. Is there a way to have both?