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I like the new Warlock
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<blockquote data-quote="Steampunkette" data-source="post: 9034727" data-attributes="member: 6796468"><p>"We want to make the Warlock more unique and engaging!"</p><p><em>proceeds to rip out the Warlock-Unique mechanics</em></p><p>"See? Isn't that better and more unique as a half-caster?"</p><p></p><p>Some of the changes are better. Like Medium Armor at level 1. The pact boon swapped in at 1 and the patron swapped in at 3 is... interesting? I feel like it kind of craps on the whole "Beholden to a dark power" if you don't know what dark power it is 'til 3rd level, universally. But pact weapon is nice at level 1 when you're actually roughly on-par with the rest of the characters in survivability.</p><p></p><p>But the spellcasting? Yeesh.</p><p></p><p>Should've stuck with a short-rest recharge and just given them more spell slots. More specifically: A couple low-level slots, a couple mid-level slots, and a couple high level slots they gain as they level. So they start out at level 1 with a level 1 slot, they get a second level 1 spell slot at level 2. Then they lose a level 1 and get a level 2 slot at level 3. At level 4 they get a second level 2 slot, then they get a level 3 slot at level 5 and lose a level 2 slot.</p><p></p><p>And just kinda ratchet up as you go so they slowly get more spell slots, and have slots of a few levels. Maybe 2 level 1, 2 level 3, 2 level 5 when they get up into the high end.</p><p></p><p>As far as the Pact-Cantrips:</p><p><strong>Blade: </strong>Not -super- thrilled by the pact weapon cantrip requiring an action but with a duration of 24 hours it's not a dealbreaker or anything. Having a cantrip that only ever improves -once- though? Eesh. Should've made the pact weapon 'smite' with extra D6s of damage at 10 and 15. Lifedrinker basically does that at 9... but then you never improve your 'from level 1' class ability choice again.</p><p><strong>Book:</strong> HECK YES. Great design choice to allow the Warlock to swap out two cantrips and two first level spells with an hour's preparation. Adding Int or Wis to all cantrips is also pretty crazy good... especially since you can also get agonizing blast and do 1d10+Int+Int. Gift of the Protectors is kind of... Death Note Inverse which feels less "Warlock" to me but... uh... whatever?</p><p><strong>Chain: </strong>Way better in combat, what with the reaction attack-command and using -your- attack bonus to hit for 3-12 points of damage (Based on level)... Becomes good, even, at level 9 by adding a status effect that has a decent chance of landing.</p><p></p><p>So yeah. There's some good changes, here. But they gutted the thing that really made Warlocks -unique-. There were other paths they could've, and should've, taken.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9034727, member: 6796468"] "We want to make the Warlock more unique and engaging!" [I]proceeds to rip out the Warlock-Unique mechanics[/I] "See? Isn't that better and more unique as a half-caster?" Some of the changes are better. Like Medium Armor at level 1. The pact boon swapped in at 1 and the patron swapped in at 3 is... interesting? I feel like it kind of craps on the whole "Beholden to a dark power" if you don't know what dark power it is 'til 3rd level, universally. But pact weapon is nice at level 1 when you're actually roughly on-par with the rest of the characters in survivability. But the spellcasting? Yeesh. Should've stuck with a short-rest recharge and just given them more spell slots. More specifically: A couple low-level slots, a couple mid-level slots, and a couple high level slots they gain as they level. So they start out at level 1 with a level 1 slot, they get a second level 1 spell slot at level 2. Then they lose a level 1 and get a level 2 slot at level 3. At level 4 they get a second level 2 slot, then they get a level 3 slot at level 5 and lose a level 2 slot. And just kinda ratchet up as you go so they slowly get more spell slots, and have slots of a few levels. Maybe 2 level 1, 2 level 3, 2 level 5 when they get up into the high end. As far as the Pact-Cantrips: [B]Blade: [/B]Not -super- thrilled by the pact weapon cantrip requiring an action but with a duration of 24 hours it's not a dealbreaker or anything. Having a cantrip that only ever improves -once- though? Eesh. Should've made the pact weapon 'smite' with extra D6s of damage at 10 and 15. Lifedrinker basically does that at 9... but then you never improve your 'from level 1' class ability choice again. [B]Book:[/B] HECK YES. Great design choice to allow the Warlock to swap out two cantrips and two first level spells with an hour's preparation. Adding Int or Wis to all cantrips is also pretty crazy good... especially since you can also get agonizing blast and do 1d10+Int+Int. Gift of the Protectors is kind of... Death Note Inverse which feels less "Warlock" to me but... uh... whatever? [B]Chain: [/B]Way better in combat, what with the reaction attack-command and using -your- attack bonus to hit for 3-12 points of damage (Based on level)... Becomes good, even, at level 9 by adding a status effect that has a decent chance of landing. So yeah. There's some good changes, here. But they gutted the thing that really made Warlocks -unique-. There were other paths they could've, and should've, taken. [/QUOTE]
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