Horwath
Legend
1. You dont'I just don't know how you mix those casters then when multiclassing...
2. Go with 3.5e multiclassing and track separate spell slots for separate class.
3. I'll try to think something later for MC rules in 5E style

1. You dont'I just don't know how you mix those casters then when multiclassing...
It's more like going from 2/3 caster down to 1/2 casterGoing from a full caster progression to a 2/3rd caster progression is still a nerf.
true.Going from a full caster progression to a 2/3rd caster progression is still a nerf.
that is a weird order of the stick way to say it it thought...This. It's not a "key identity" it's a metagame mechanic. I can't really imagine a warlock sitting around having a beer with other casters and they'll all, "No $#%&? You get all your spells back after only resting for an hour?"
"Yeah, but bear in mind I only get a couple of them."
"What level?"
"That's the crazy thing: all my spells are cast at the same level."
"Get outta town!"
I know tricks that wont work over and over again but I can pull out often didn't make sense to you?I have some fond memories of 4e, but it's gone. Encounter powers are not coming back. They didn't make sense and were an artificial game balance rule.
I asked in the other thread but is my group the only one that averaged 1-2 short rests per adventureing day with 3 being way more common then 0?So many adventures have time pressures built in that I just don't understand how others don't understand time pressure in an adventure.
Encounter powers re-charged after a 5 minute rest, which is something that characters in the fiction could understand. That's all Encounters meant: i.e., 1-2x per Short Rest.I have some fond memories of 4e, but it's gone. Encounter powers are not coming back. They didn't make sense and were an artificial game balance rule. The character doesn't know what an encounter is, only the player and DM knows. Everything in life including you reading this message is an "encounter" and it just doesn't make sense, even in a fantasy world, for quantity of powers to be based on encounters.
Now if you want to say a spell slot recharges every minute, or after you spend a minute doing nothing, that we could work with.
There are reasons I, in practice, don't take Hex although your average warlock player does. But fly is very situational; when Fly is what you need it's what you need and when it's not it can stay on the bench.So Fly is a waste unless you aren't using Hex. If you spend spell slot one to cast Hex, and then come to a large chasm, casting fly costs you both spell slots due to concentration. On a normal caster, that cost is smaller since you have first level slots to recast hex with. But if you precast hex and in the second room in the dungeon you need to fly, you're asking for a short rest one room into the dungeon.
So what? What I asked was which of these spells was "the best". This doesn't answer the question. And the simple response to your critique is that if it's the party vs one foe that foe had better be legendary or it loses to the action economy, If it's legendary you probably shouldn't be trying to save or suck it anyway. And if it's not there will be a second target.Second, upcasting blindness is a waste if there is only one target. Ditto with Invisibility. A regular caster can control the number of targets and only expend a slot needed, therefore not upcasting for no benefit.
Again so what?. The warlock does not work like other casters. It's slightly more complex at level up and significantly simpler and easier in play. The paladin is a caster - but if you try to play it like a wizard or vise-versa you are going to have a bad time.Third, your spell choice is requires constant retraining. While spell swapping is a part of all spells known classes, most players use it to correct bad choices.
I'm not sure whether this is a serious complaint. I don't know if you noticed, but there is a grand total of one damaging spell on that list and zero single target damage spells. I'm trying to imagine the player who wouldn't realise that fireball did better damage with a better range and better area than Burning Hands or Hunger of Hadar didn't than Arms of Hadar.It takes a far more advanced player who is adept at comparing spell output and average damage (especially upscaled average vs spell of appropriate level average) to constantly retrain every level to keep a bunch of high level choices.
You aren't switching Arms of Hadar for Fireball. You're switching Burning Hands for Fireball. Both are from the Fiend Pact list. You're switching Arms of Hadar for Hunger of Hadar. And yes I expect your average player to notice that Hunger of Hadar has a range, a bigger area, and does more damage, and has a name that is clearly linked. Or to look at the Fiend Pact list where they took Burning Hands from. Do you expect the average wizard player to still be casting Burning Hands as a stock upcast spell in their level three slots? Because they need to make that decision every single time they cast the spell and need to make it under pressure. Or if you think that the wizard wouldn't because most people know it's better to not upcast spells most people know it's better to not upcast spellsNot every player is going to crunch numbers or hang out on charops boards to determine you should switch arms of hardar for fireball. That is a skill that new or casual players don't have, and warlock is constantly referred to as a "beginner" or "easy" spellcaster. Easy to learn, hard to master apparently.
On the other hand running out of slots is far less of a penalty for a warlock than it is for a sorcerer. A fifth level warlock who is using Eldritch Blast backed by Agonizing Blast does just under twice the damage of a sorcerer using Firebolt or almost as much damage as a sorcerer using Scorching Ray. And they should have two utility invocations that aren't bound by slots. Save or Suck is something you drop onto the right target. I'm not arguing that Blindness/Deafness isn't a situational spell for a warlock, but you pick it when its situation comes up.Fourth, when you only have two spells slots that you can count on, the penalty for a successful save is higher. Blindness/Deafness is all or nothing. If a sorcerer casts it and the target makes its save, she has more tries at it. A warlock has used 50% of his arsenal to do nothing. Save or suck is a far riskier bet than it is for a normal caster, and that's far from a safe bet.
How is it a disconnect? The warlock is billed as its own thing with Pact Magic being its own thing and very clearly not an orthodox caster. If it was an orthodox caster it would use orthodox spellcasting, not pact magic.Finally, if the warlock isn't an Orthodox caster, maybe it shouldn't be billed like one. People tell me they are akin to a regular spellcasting class due to how fast they acquire spell levels, but they shouldn't be played like one. That's a huge disconnect.
Far more than you. Because the reason you are playing warlocks badly is that you are trying to play them like wizards. Those decades of experience of all casters working roughly the same way rather than being able to look at the warlock with a fresh pair of eyes are the problem.And if I, a veteran player of D&D for decades and 5e since it's start has been "playing it wrong", what hope does a new player really have?
And then they would be boring, cookie cutter casters that play like all other casters. Better for people with literal decades of experience playing D&D casters and who are either unable or unwilling to adapt to them being their own thing while being a whole lot less interesting and fun for people able to approach them on their own terms.Should have made them full casters and been done with it.