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D&D (2024) I like the new Warlock

Charlaquin

Goblin Queen (She/Her/Hers)
Except when it does. Which in our games is often.

So many adventures have time pressures built in that I just don't understand how others don't understand time pressure in an adventure. All those wandering monster charts (most adventures), death curses that causes populations to die over time (tomb of annihilation), poison gas filled dungeons (hidden shrine), etc.. How is this a new concept to some people? How have you played D&D for this many years and found that your PCs can just stop for an hour wherever they are whenever they want to and nothing bad ever happens?

And that's not even accounting for longer-duration based spells and other abilities that run out because of an hour rest.
Sometimes a short rest is a risk, yes. Just like sometimes a long rest is a risk. In any case where resting is a risk, a short rest is a much lesser risk than a long rest (one eight of as much risk, to be precise).
 

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Mistwell

Crusty Old Meatwad (he/him)
Sometimes a short rest is a risk, yes. Just like sometimes a long rest is a risk. In any case where resting is a risk, a short rest is a much lesser risk than a long rest (one eight of as much risk, to be precise).
No, everyone needs a long rest every day but not everyone needs short rests. The long rest will happen but the short rest is often at the request of the Warlock and Monk with the rest of the party not needing it. That's adding risk where there was none before.
 

Charlaquin

Goblin Queen (She/Her/Hers)
No, everyone needs a long rest every day but not everyone needs short rests. The long rest will happen but the short rest is often at the request of the Warlock and Monk with the rest of the party not needing it. That's adding risk where there was none before.
You only need a long rest on a day you're ending in a dangerous location. If you're in a safe location, resting is irrelevant.
 

Clint_L

Legend
Why can’t we let the people who like how the warlock plays have their fun?
This is the crux of how I feel. It’s similar to the reaction I had to the druid changes: I don’t often play either class, and I am seeing way too much division amongst the people who do to make me comfortable with the half-caster change.

I don’t think OneD&D should be changing class identity on this scale. I think that is a lot further than WotC suggested they’d be going. Changes on this scale will always be controversial. Except possibly with monks.
 

Charlaquin

Goblin Queen (She/Her/Hers)
This is the crux of how I feel. It’s similar to the reaction I had to the druid changes: I don’t often play either class, and I am seeing way too much division amongst the people who do to make me comfortable with the half-caster change.

I don’t think OneD&D should be changing class identity on this scale. I think that is a lot further than WotC suggested they’d be going. Changes on this scale will always be controversial. Except possibly with monks.
Yeah, we've got like four multi-page threads on the warlock already, and the discussion of the other changes is kind of getting drowned out, which is a strong indicator to me that we're not going to be seeing 80% satisfaction from this change.
 

The changes, though? They're great. They are a needed power boost. I don't think Boons need to be at first level, but whatever. More spell options, more spells in general, more Invocations, more flexibility, the ability to have a melee focused Warlock be actually decent at melee, and NOT JUST A HEXBLADE. Seriously, the Pact of the Blade should have looked like this from the get go.
This isn't a power boost, it's a massive nerf.
 

MarkB

Legend
My biggest complaint (besides how badly it doesn't work with multi-classing) is that it is wildly ineffective to cast anything but your best spell. Casting anything that doesn't scale or scale poorly is a waste. Upcasting when it's not needed is a waste. There is no point to most of the warlock spell list. You don't know enough spells to take them and you don't have enough guaranteed spell slots to ever use them. Even paladins and rangers get more mileage out of their spell casting for everything but the boom.
One thing I do like about the playtest class is that Patron spells are added to your prepared spells, not just to your spell list. That feels like something that should have been the case from the start.
 



Horwath

Legend
IMHO, warlock is a perfect candidate for a 2/3rd caster.

7 levels of spells, gained at class levels: 1,4,7,10,13,16,19.

also, bard could be also knocked down to 2/3rd caster.
 

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