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General Tabletop Discussion
*Dungeons & Dragons
Adapting the Warlock Chassis for other Classes
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<blockquote data-quote="EzekielRaiden" data-source="post: 9366886" data-attributes="member: 6790260"><p>Whereas I'm the reverse. The most recent 5.5e stuff we've seen is actually quite good, and creates a fun, flexible structure for building what you <em>want</em> out of a class. The Playtest...4(? 5?) Warlock was absolute trash, a straight-up massive nerf (seriously, they took away Mystic Arcana and made it an Invocation...and then only added ONE additional invocation. Meaning they literally took away 3 invocations!) pretending to be giving "choice" and "freedom."</p><p></p><p>I've been playing a Playtest 7 Celestial Warlock with the Blade and Tome pacts, and in a low-magic game, it absolutely feels spot-on. Frankly, I feel more like "actual" Vancian spellcasting than any other spellcaster I've ever played--I have a couple baseline tricks, and the rest of the time I have to rely on my sword or my magic darts. Add in being a halfway-okay healer (<em>cure wounds</em> on a short rest + Healing Light dice mean we don't need a Cleric to keep people topped up), and I feel like a genuinely well-rounded support character, someone the party relies on, but not someone the party is outclassed by.</p><p></p><p>I have to be cautious in combat because my AC is merely passable (14), but I have the option of fighting both in melee (Blade pact) and at range (<em>eldritch blast</em>). I can use spells for both offense (<em>flaming sphere</em>) and defense/support, but can't use them frivolously--every spell has to count. With Tome, I've got the ability to fill the party's ritual-caster spot. And soon, I'll be able to pick up the Invocation that gives proficiency in Persuasion and Deception, meaning I'll be a versatile, well-rounded, but not <em>dominant</em> force in any part of play I might want to participate in.</p><p></p><p>5e isn't really a game designed for my interests. But at least with the Playtest 7 Warlock, I can massage it into something vaguely resembling what <em>does</em> interest me.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9366886, member: 6790260"] Whereas I'm the reverse. The most recent 5.5e stuff we've seen is actually quite good, and creates a fun, flexible structure for building what you [I]want[/I] out of a class. The Playtest...4(? 5?) Warlock was absolute trash, a straight-up massive nerf (seriously, they took away Mystic Arcana and made it an Invocation...and then only added ONE additional invocation. Meaning they literally took away 3 invocations!) pretending to be giving "choice" and "freedom." I've been playing a Playtest 7 Celestial Warlock with the Blade and Tome pacts, and in a low-magic game, it absolutely feels spot-on. Frankly, I feel more like "actual" Vancian spellcasting than any other spellcaster I've ever played--I have a couple baseline tricks, and the rest of the time I have to rely on my sword or my magic darts. Add in being a halfway-okay healer ([I]cure wounds[/I] on a short rest + Healing Light dice mean we don't need a Cleric to keep people topped up), and I feel like a genuinely well-rounded support character, someone the party relies on, but not someone the party is outclassed by. I have to be cautious in combat because my AC is merely passable (14), but I have the option of fighting both in melee (Blade pact) and at range ([I]eldritch blast[/I]). I can use spells for both offense ([I]flaming sphere[/I]) and defense/support, but can't use them frivolously--every spell has to count. With Tome, I've got the ability to fill the party's ritual-caster spot. And soon, I'll be able to pick up the Invocation that gives proficiency in Persuasion and Deception, meaning I'll be a versatile, well-rounded, but not [I]dominant[/I] force in any part of play I might want to participate in. 5e isn't really a game designed for my interests. But at least with the Playtest 7 Warlock, I can massage it into something vaguely resembling what [I]does[/I] interest me. [/QUOTE]
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