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<blockquote data-quote="Khaalis" data-source="post: 6299449" data-attributes="member: 2167"><p>Thanks for the replies. </p><p></p><p> [MENTION=1]Morrus[/MENTION]: I like that you are open to the idea of the Blast as a Tradition power simply by Removing existing restrictions. That makes it much easier. I wasn't sure how well that would fly, but the more I think about it Exception based rules are simpler than new rules.</p><p></p><p>As to the Prerequisite, it was just something i was toying with. I haven't completely decided how I want the Warlock to go. On one hand their is the inclusive school of thought that says, "hey , why can't I be both a Warlock and a Wizard?" On the other hand is the more flavor-text side that asks, "If you're already magically capable, why would you sell your soul?" (Well, for more power of course.) So yeah, making it inclusive is probably better.</p><p></p><p> [MENTION=40413]GlassEye[/MENTION]: The CHA is just a current holdover from the original since the idea is that you were Charismatic to enough to strike a deal with these enormous mysterious power and not only came out alive but with "power" on the positive side. </p><p></p><p>On a related note, these are the stats I was looking at on the first dry run (and trying to stick to my own recommendation to balance traditions at +6/grade):</p><p>* END +1 (warlocks are tougher than most casters; "forged in the fires" per say)</p><p>* WIL +2 (for exactly the reason you mentioned)</p><p>* MAG +1 (on par with Wizard - they'll get more "free" spells though)</p><p>* REP +1 (warlocks get reputations)</p><p>* LUC +1 (anyone capable of handling the power of a pact with an entity like a Sidhe or a Djinn has some luck to spare)</p><p></p><p>I'll post more when I flesh this idea out a bit more.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 6299449, member: 2167"] Thanks for the replies. [MENTION=1]Morrus[/MENTION]: I like that you are open to the idea of the Blast as a Tradition power simply by Removing existing restrictions. That makes it much easier. I wasn't sure how well that would fly, but the more I think about it Exception based rules are simpler than new rules. As to the Prerequisite, it was just something i was toying with. I haven't completely decided how I want the Warlock to go. On one hand their is the inclusive school of thought that says, "hey , why can't I be both a Warlock and a Wizard?" On the other hand is the more flavor-text side that asks, "If you're already magically capable, why would you sell your soul?" (Well, for more power of course.) So yeah, making it inclusive is probably better. [MENTION=40413]GlassEye[/MENTION]: The CHA is just a current holdover from the original since the idea is that you were Charismatic to enough to strike a deal with these enormous mysterious power and not only came out alive but with "power" on the positive side. On a related note, these are the stats I was looking at on the first dry run (and trying to stick to my own recommendation to balance traditions at +6/grade): * END +1 (warlocks are tougher than most casters; "forged in the fires" per say) * WIL +2 (for exactly the reason you mentioned) * MAG +1 (on par with Wizard - they'll get more "free" spells though) * REP +1 (warlocks get reputations) * LUC +1 (anyone capable of handling the power of a pact with an entity like a Sidhe or a Djinn has some luck to spare) I'll post more when I flesh this idea out a bit more. [/QUOTE]
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