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*Dungeons & Dragons
A Compilation of all the Race Changes in Monsters of the Multiverse
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<blockquote data-quote="Aldarc" data-source="post: 8515171" data-attributes="member: 5142"><p>Elric is still a magical being who performs magic and relies on it, but magic in the world of Melnibone isn't necssarily about spamming flashy spells left and right like a video game MMO or ARPG character. You may want to check out <em>Through Sunken Lands</em>. There's a class that is clearly inspired by Elric: i.e., "the Eldritch Sorcerer-King." It's a Warrior/Mage hybrid that doesn't get spells but does get cantrips and rituals. </p><p></p><p>That said, one of my chief complaints about how warlocks work in D&D is that the pact-making class doesn't really involve any real ritual summoning or pact-making. It seemingly relegates the archetype's pact-making to an "off-screen past." </p><p></p><p>Compare this with the Goetic in MCG's Invisible Sun that involves summoning/binding angels, demons, spirits, etc., and then actively bargaining with them for magical favors, arcane knowledge, etc. This is how one mechanically plays the class. </p><p></p><p>I don't see the point in having the warlock at all in D&D if it doesn't really have any mechanical teeth or "oomph!" that properly reinforces the archetype. One may as well play as a wizard and roleplaying having a fey, diabolic, or eldritch patron. It's the same difference mechanically speaking.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8515171, member: 5142"] Elric is still a magical being who performs magic and relies on it, but magic in the world of Melnibone isn't necssarily about spamming flashy spells left and right like a video game MMO or ARPG character. You may want to check out [I]Through Sunken Lands[/I]. There's a class that is clearly inspired by Elric: i.e., "the Eldritch Sorcerer-King." It's a Warrior/Mage hybrid that doesn't get spells but does get cantrips and rituals. That said, one of my chief complaints about how warlocks work in D&D is that the pact-making class doesn't really involve any real ritual summoning or pact-making. It seemingly relegates the archetype's pact-making to an "off-screen past." Compare this with the Goetic in MCG's Invisible Sun that involves summoning/binding angels, demons, spirits, etc., and then actively bargaining with them for magical favors, arcane knowledge, etc. This is how one mechanically plays the class. I don't see the point in having the warlock at all in D&D if it doesn't really have any mechanical teeth or "oomph!" that properly reinforces the archetype. One may as well play as a wizard and roleplaying having a fey, diabolic, or eldritch patron. It's the same difference mechanically speaking. [/QUOTE]
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A Compilation of all the Race Changes in Monsters of the Multiverse
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