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General Tabletop Discussion
*Dungeons & Dragons
Blade Pact Warlocks and Conventional Wisdom
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<blockquote data-quote="Otterscrubber" data-source="post: 7094039" data-attributes="member: 4588"><p>To the OP: I think folks who say that are missing the point of a Warlock. They want to make the ultimate fighter, without playing a Fighter. If Warlocks were as good in melee as a fighter, who would play a fighter? Can they be good in melee, hell yeah!! As good as a fully optimized Fighter? Depends on the situation. D&D is an RPG, it's more than just stats. It's about style, creativity and how you want to play. </p><p></p><p>I'm playing a lvl 14 Fiend Patron Pact blade warlock and it is one of the most enjoyable characters I've ever played in D&D, any edition. He can hold his own in melee, but against a truly tough foe he's got to think it out. Close quarters? Darkness, which i can see through and most other melee classes can't, I win. Not close quarter? Charm the fighter into getting somehwhere I can use that combo. Or just make him my monkey for the duration. Invisibility, check. Ranged attack if needed, check. Disguise self to sneak into somewhere, check. He's got a lot more options out of combat, and plenty in combat to help him get advantages when needed. All else fails, dimension door to get out of a bad situation and strike again when terms are more to my liking or that of my group. Plus there are some strong arguments for making a class that only helps the others in your party. There is a poster here, Treantmonk, who has a great guide for wizards who are all support. Not even magic missile is in their repertoire. Completely changed every encounter their group had. Could just as easily be a Warlock, Bard, Cleric as well. </p><p></p><p>Unplayable without multi-classing? Nothing could be further from the truth. If you want to min/max, have fun and do it, but there are a number of advantages to getting all the way to 20 with just one class. And not just due to style. I will say this, though, some of the lvl 20 abilities are a bit soft and that is the main reason to multi-class if all you want is on paper bennies. Most lvl 1-3 abilities of other classes will outstrip the usual daily ability of a 20th lvl character. I think they should fix that a bit. Getting to 20 should be a solid goal for a class, with a reward that outshines the benefits of dipping into another class. Again, it's a style thing. Might be slightly more advantageous to multi-class, but unplayable? C'mon, enough with the hyperbole.</p></blockquote><p></p>
[QUOTE="Otterscrubber, post: 7094039, member: 4588"] To the OP: I think folks who say that are missing the point of a Warlock. They want to make the ultimate fighter, without playing a Fighter. If Warlocks were as good in melee as a fighter, who would play a fighter? Can they be good in melee, hell yeah!! As good as a fully optimized Fighter? Depends on the situation. D&D is an RPG, it's more than just stats. It's about style, creativity and how you want to play. I'm playing a lvl 14 Fiend Patron Pact blade warlock and it is one of the most enjoyable characters I've ever played in D&D, any edition. He can hold his own in melee, but against a truly tough foe he's got to think it out. Close quarters? Darkness, which i can see through and most other melee classes can't, I win. Not close quarter? Charm the fighter into getting somehwhere I can use that combo. Or just make him my monkey for the duration. Invisibility, check. Ranged attack if needed, check. Disguise self to sneak into somewhere, check. He's got a lot more options out of combat, and plenty in combat to help him get advantages when needed. All else fails, dimension door to get out of a bad situation and strike again when terms are more to my liking or that of my group. Plus there are some strong arguments for making a class that only helps the others in your party. There is a poster here, Treantmonk, who has a great guide for wizards who are all support. Not even magic missile is in their repertoire. Completely changed every encounter their group had. Could just as easily be a Warlock, Bard, Cleric as well. Unplayable without multi-classing? Nothing could be further from the truth. If you want to min/max, have fun and do it, but there are a number of advantages to getting all the way to 20 with just one class. And not just due to style. I will say this, though, some of the lvl 20 abilities are a bit soft and that is the main reason to multi-class if all you want is on paper bennies. Most lvl 1-3 abilities of other classes will outstrip the usual daily ability of a 20th lvl character. I think they should fix that a bit. Getting to 20 should be a solid goal for a class, with a reward that outshines the benefits of dipping into another class. Again, it's a style thing. Might be slightly more advantageous to multi-class, but unplayable? C'mon, enough with the hyperbole. [/QUOTE]
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