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General Tabletop Discussion
*Dungeons & Dragons
Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7487895" data-attributes="member: 6919838"><p>To be very clear - there is nothing in the warlock PHb that says "the powers are yours to keep" and quite a few places that go into the patron requiring services not in the past but also going forward into adventuring. i think it even specifically references the patrons demands driving the character to adventuring at the very close before going into mechanics (and especially mentions services performed even when it does make the vague master and apprentice reference for some patrons.)</p><p></p><p>But to be clear - as i have referenced earlier - a Gm and player need to be on the same page regarding this and other things *before8 the class is chosen - as they strongly suggest.</p><p></p><p>In my games, its made clear to the player that the service to the patron is *not* just a price to gain power but a price to keep using the power.... unless it isn't as it is entirely possible that *at some point* a given patron would say "ok good enough".</p><p></p><p>For the old ones i tend to references older WoD malkavians - powers that seem chaotic and even insane but with a "higher vision" that means their plans often have other meanings. So, expect the unexpected and unexpect it to maybe eventually kind of make sense if looked at upside down while drunk and covered in honey.</p><p></p><p>The main keys to it IMO and which i emphasize to my players seeking warlocks is "expect to be involved in their plots and intrigues". if you don't want a push towards fighting off intelligent undead, orcus minions and other shadowy goodness - do not take hexblade/raven queen. if you dont want to be involved with feywild, demonics, celestials and their business and needs - dont pick them as patrons. </p><p></p><p>**basically** your patron choice will shape the events you get drawn into, so make sure this is the direction you want your character to go.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7487895, member: 6919838"] To be very clear - there is nothing in the warlock PHb that says "the powers are yours to keep" and quite a few places that go into the patron requiring services not in the past but also going forward into adventuring. i think it even specifically references the patrons demands driving the character to adventuring at the very close before going into mechanics (and especially mentions services performed even when it does make the vague master and apprentice reference for some patrons.) But to be clear - as i have referenced earlier - a Gm and player need to be on the same page regarding this and other things *before8 the class is chosen - as they strongly suggest. In my games, its made clear to the player that the service to the patron is *not* just a price to gain power but a price to keep using the power.... unless it isn't as it is entirely possible that *at some point* a given patron would say "ok good enough". For the old ones i tend to references older WoD malkavians - powers that seem chaotic and even insane but with a "higher vision" that means their plans often have other meanings. So, expect the unexpected and unexpect it to maybe eventually kind of make sense if looked at upside down while drunk and covered in honey. The main keys to it IMO and which i emphasize to my players seeking warlocks is "expect to be involved in their plots and intrigues". if you don't want a push towards fighting off intelligent undead, orcus minions and other shadowy goodness - do not take hexblade/raven queen. if you dont want to be involved with feywild, demonics, celestials and their business and needs - dont pick them as patrons. **basically** your patron choice will shape the events you get drawn into, so make sure this is the direction you want your character to go. [/QUOTE]
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Arguments and assumptions against multi classing
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