Arcane Power Excerpt: Vestige Pact

Well, I think the descriptions for the starting vestiges are fine: short and focused. But the "daily vestiges" description were shorter and less educational, so I understand why people would be bothered, and I suppose it would be nice to know a bit more.

But I'd like them to remain short. I think we don't need no Golden Wyvern. People will adjust the fluff to their campaigns the way they want it, and more detailed vestiges would be better placed in Dragon articles and (specially) Campaign Setting Guides.
 

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Vestige of Ugar: Holy crap - did warlocks suddenly get a Stinking Cloud power? Burst 2, auto-damage, can move the zone... Sounds a lot like Stinking Cloud to me. Looks like you could even combo it with the Shadowfell Gloves, too. I'm guessing the difference is that you don't have to sustain it with a minor (otherwise you'd never curse anyone again), but it only moves when someone you've cursed drops? Is that it?

Man, are they going to start making sure every class has a super god-power for a level 5 daily? Talk about fleshing out the "controller-y" aspects of this striker - this power alone can take a warlock from "absolute last" to "respectable" in one fell swoop.
 

It says: "You select one of these as your active vestige after a short rest or an extended rest."

And then it lists King Elidyr and Zutwa as options. I'm pretty sure that option is in there to allow you to switch back to a proper pact boon after expending a daily power if you don't want to keep your daily pact boon (which makes sense, considering pact boons like the Ugar pact.

Your missing that right before it says select one of these it says As a beginning character, you have access to the two primary vestiges: and then the Vestige of Xandor says You gain access to the vestige of Xandor the Mad.

We're definately missing some text from the "reading a power" section or "keyword" section.



It looks like the primary vestiges, King Elidyr and Zutwa, don't have an associated pact boon, so you have to use a daily before your pact boon comes into play. I guess the at-will augments are supposed to balance that.

Am I reading that right?

I'm sure they were just left out of the article...

I know this was just an except but can we please get someone from WOTC to weight in, I know you guys are on the board, just let us know which why this thing swings.
 

Well, I think the descriptions for the starting vestiges are fine: short and focused. But the "daily vestiges" description were shorter and less educational, so I understand why people would be bothered, and I suppose it would be nice to know a bit more.

But I'd like them to remain short. I think we don't need no Golden Wyvern. People will adjust the fluff to their campaigns the way they want it, and more detailed vestiges would be better placed in Dragon articles and (specially) Campaign Setting Guides.
I strongly disagree.

Vestige design relies on creating mechanics based on fluff. This is because each vestige is an entity of some kind, and the benefits it grants you stem from its personality and the story of how it got its power, rose, and then fell to become a vestige. If you insist on generic fluff, you get generic vestiges. And that's not what made vestiges cool- if you've got a copy of Tome of Magic, open it up and look at some of the vestiges. Some of them grant really weird combinations of abilities, but it doesn't feel weird or implausible because there's a story tying it all together.

For example, there's one vestige that grants you powers associated with mist, telekinesis, and unlocking doors. Why? Well, there's an excellent explanation that you'll have to read. If you insist on generic fluff, those sorts of associations won't be possible. And those sorts of associations are what make vestiges cool.
 

I hope they at least have a sidebar on who some of these vestiges were. I could see why it's distracting to have them in the power write-up, but I feel a sidebar is the best place to put it.
 

I really like this. It's unique, flexible, pushes the class in a completely different direction, yet plays entirely within the rules already defined for the game. I can't wait to see it in its entirety.

Plus it'll be real easy to refluff it for my Final Fantasy-influenced homebrew to make the channeled vestiges the 12 Zodiac-themed Lucavi from Final Fantasy Tactics/Final Fantasy 12. Score!
 

For example, there's one vestige that grants you powers associated with mist, telekinesis, and unlocking doors. Why? Well, there's an excellent explanation that you'll have to read. If you insist on generic fluff, those sorts of associations won't be possible. And those sorts of associations are what make vestiges cool.

The problem with that setup (speaking as someone who played in the same group as a binder), was that it seemed totally random and arbitrary unless you'd read that writeup. Which five people at the table hadn't. So it worked great if you wanted to be the crazy guy nobody understands (hey, Derek!). It didn't works so well if you wanted to have consistent abilities or, hell, even seem like the same character was coming to the table each week.

The vestige pact warlock drops the power level and significance of each vestige, but keeps the flavor of making pacts with specific people. Since most pacts are more genericized, I think this one still feels different. Would it be possible to make a class more like the 3.5 binder, with in-depth flavor for your vestige? Sure, probably. The vestige pact warlock didn't go that far with it. It's entirely possible to do an article that details the AP vestiges more, too.
 


The problem with that setup (speaking as someone who played in the same group as a binder), was that it seemed totally random and arbitrary unless you'd read that writeup.
Right. But that can be a strength at times, as well. Lots of things are that way in D&D. The fey pact warlock makes absolutely zero sense if you don't have a working understanding of the fey (teleportation + mental attacks + mental domination = psionics?), but once you do, the interlocking of flavor and mechanics is great, and adds something that you simply can't have with a more generic class.
Which five people at the table hadn't. So it worked great if you wanted to be the crazy guy nobody understands (hey, Derek!). It didn't works so well if you wanted to have consistent abilities
"Consistent" is conditioned on our understandings of the flavor. Something like the druid is incredibly inconsistent... unless you understand the flavor. Leave out the flavor and what's the 4e druid? A werewolf that shoots lightning? Obviously there are limits, points where too much knowledge of flavor is required before something makes sense, but I didn't think that the Binder overstepped these. Or rather, it did, but it embraced it and turned it into a positive.
or, hell, even seem like the same character was coming to the table each week.
That was advertised as a design feature in Tome of Battle. I guess the changes really will be significant.

I liked all the flavor because it allowed for interesting combinations of concepts and mechanics that simply won't be possible under a system of less detailed fluff. Yes, it meant that other players didn't always follow what you were about, but telling them at least gave everyone something to talk about in character.
The vestige pact warlock drops the power level and significance of each vestige, but keeps the flavor of making pacts with specific people. Since most pacts are more genericized, I think this one still feels different. Would it be possible to make a class more like the 3.5 binder, with in-depth flavor for your vestige? Sure, probably. The vestige pact warlock didn't go that far with it. It's entirely possible to do an article that details the AP vestiges more, too.
From what I can tell, the degree of "pacts with specific people" flavor is about equal to the degree of "different types of rages" for the barbarian. You get a daily, an augment to an at will, and a pact boon.

Oh well. You win some you lose some with an edition change.

At least give out a utility or a feat that lets you change pacts mid combat. No one is going to travel around with Ugar active in hopes that they fight someone with concealment when they could travel with a pact that gives them extra damage.
Rechan said:
HINT: Write and submit said article if you want the mucho fluff for the Vestige Warlock!
I don't just want fluff, I want fluff intertwined with mechanics.

I suspect that this, like chromatic dragons (which are actually the same issue, really), will continue to be something that never satisfies me about D&D.
 

I kind of agree with Cadfan, but also with Logan. I loved the binder's fluff and oddly matched abilities, but if what we get is short and to the point that's OK too. Unless a particular vestige gets a string of related powers it'd be too much to pack an original vestige's full flavor into a single power.

That could be a cool option though. With a series of encounter/utility/daily powers you could really seem like a warlock who gets his full power from one or two choice vestiges, with each power further developing the vestige's particular flavor/aspects/capabilities. A nice idea for a Dragon article, perhaps.
 

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