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General Tabletop Discussion
*Dungeons & Dragons
Arcane multiclassing... does it make sense?
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<blockquote data-quote="Sunseeker" data-source="post: 7200699"><p>Studying magic requires time, dedication and effort. Making pacts with ephemeral powers does not.</p><p></p><p>I think it "makes sense" depending on who you're talking about. For the 16 Int Wizard, the "average student" of magic, making a pact with dark magic to gain power you normally would not have, to increase your powers in new and exceptional ways, oh heck yeah. Or even for the 20 Int wizard who so arrogantly believes they can strike a Faustian bargain and then come out on top. </p><p></p><p>It also makes sense in a low magic setting where say, 6th-level and higher spells are known only to ancient entities and require life-risking quests and death-defying stunts.</p><p></p><p>Essentially, it makes sense from the context of someone who is looking for a shortcut to great power, a way to appear special or finds themselves "chasing the dragon" of more knowledge=more power, rinse and repeat.</p><p></p><p>I don't think the magic mixes well in D&D though. I typically wish the Warlock spell list was actually a unique list of "dark magic". Or at least each patron provided completely unique magic that could not be accessed via any means other than a pact.</p><p></p><p>I think the "fluff" arguments I proffered above feel hollow without the rules providing something special just to warlocks. Of course, there's no mechanical tradeoff anymore, even without alignment restrictions, that's a little weak.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7200699"] Studying magic requires time, dedication and effort. Making pacts with ephemeral powers does not. I think it "makes sense" depending on who you're talking about. For the 16 Int Wizard, the "average student" of magic, making a pact with dark magic to gain power you normally would not have, to increase your powers in new and exceptional ways, oh heck yeah. Or even for the 20 Int wizard who so arrogantly believes they can strike a Faustian bargain and then come out on top. It also makes sense in a low magic setting where say, 6th-level and higher spells are known only to ancient entities and require life-risking quests and death-defying stunts. Essentially, it makes sense from the context of someone who is looking for a shortcut to great power, a way to appear special or finds themselves "chasing the dragon" of more knowledge=more power, rinse and repeat. I don't think the magic mixes well in D&D though. I typically wish the Warlock spell list was actually a unique list of "dark magic". Or at least each patron provided completely unique magic that could not be accessed via any means other than a pact. I think the "fluff" arguments I proffered above feel hollow without the rules providing something special just to warlocks. Of course, there's no mechanical tradeoff anymore, even without alignment restrictions, that's a little weak. [/QUOTE]
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