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Am I too strict?
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<blockquote data-quote="Helldritch" data-source="post: 8026479" data-attributes="member: 6855114"><p>1) All character types have money sink. If you take time to read posts above, you'll see that it is not that the player does not have fun. It is because he wants to get his laboratory faster by having a slack where others did and do not.</p><p></p><p>2) Yes, in a sense, I still do not see a lot of warlocks and sorcerers. Wizards outnumber both classes about 3 to 1. But the rule is not only about reducing the amount of wizards. It is also for a sense of continuity with previous editions. So far, in the minds of my players (and quite a few others in my area), nothing beats the versatility wizards enjoy.</p><p></p><p>This brought me to think that for the warlock:</p><p>Not enough spells to cast. Spamming EB is fun at first but it gets boring fast. Doing the Hexblade is fun, but most prefer to either play an EK (for a magical martial character) or simply go for a full fledge martial character with no pact and with feats. For my players, it seems that the warlock is a caster that does not know what he really wants to do. The versatility of the warlock depends a lot on what he is willing to sacrifice to get it. Don't get me wrong, the warlock is strong. But mechanically something simply does not add up. Maybe a few more spells or a bit more pact features... I simply do not know. Most of the players that play a warlock (from their own admit) are doing it for a change of flavor and only if there is a wizard in the group...</p><p></p><p>For the sorcerers:</p><p>Sorcerers were great in 3.5 because they did not prepare spells. Their strength was that they were able to cast a spell when they needed it. Now, it is a class feature of all characters that are spell casters... which leave the sorcerer with their metamagics options as their defining edge (which was a wizard thing before). Sorcery points are a bit lacking at low level so when you start a sorcerer, the lack of sorcery points makes the edge sorcery points are giving you somewhat of a dulled sword. As for the sorcerer, when there is one, it is just like the warlock. There already was a wizard in the group...</p><p></p><p>Most of the time, when I have one of these classes, I hear: "If I had been a wizard, this ritual would've helped us a lot." Or "I wish I had chosen XY spells, they would have helped more." Sorcerer and Warlock concentrate a lot on offensive and defensive spells but not on utility spells. This is both their strength and their down fall. Maybe an increase in the amount of spell known would help them...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8026479, member: 6855114"] 1) All character types have money sink. If you take time to read posts above, you'll see that it is not that the player does not have fun. It is because he wants to get his laboratory faster by having a slack where others did and do not. 2) Yes, in a sense, I still do not see a lot of warlocks and sorcerers. Wizards outnumber both classes about 3 to 1. But the rule is not only about reducing the amount of wizards. It is also for a sense of continuity with previous editions. So far, in the minds of my players (and quite a few others in my area), nothing beats the versatility wizards enjoy. This brought me to think that for the warlock: Not enough spells to cast. Spamming EB is fun at first but it gets boring fast. Doing the Hexblade is fun, but most prefer to either play an EK (for a magical martial character) or simply go for a full fledge martial character with no pact and with feats. For my players, it seems that the warlock is a caster that does not know what he really wants to do. The versatility of the warlock depends a lot on what he is willing to sacrifice to get it. Don't get me wrong, the warlock is strong. But mechanically something simply does not add up. Maybe a few more spells or a bit more pact features... I simply do not know. Most of the players that play a warlock (from their own admit) are doing it for a change of flavor and only if there is a wizard in the group... For the sorcerers: Sorcerers were great in 3.5 because they did not prepare spells. Their strength was that they were able to cast a spell when they needed it. Now, it is a class feature of all characters that are spell casters... which leave the sorcerer with their metamagics options as their defining edge (which was a wizard thing before). Sorcery points are a bit lacking at low level so when you start a sorcerer, the lack of sorcery points makes the edge sorcery points are giving you somewhat of a dulled sword. As for the sorcerer, when there is one, it is just like the warlock. There already was a wizard in the group... Most of the time, when I have one of these classes, I hear: "If I had been a wizard, this ritual would've helped us a lot." Or "I wish I had chosen XY spells, they would have helped more." Sorcerer and Warlock concentrate a lot on offensive and defensive spells but not on utility spells. This is both their strength and their down fall. Maybe an increase in the amount of spell known would help them... [/QUOTE]
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