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General Tabletop Discussion
*Dungeons & Dragons
can warlocks be good guys?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6545787" data-attributes="member: 6790260"><p>I wasn't meaning to suggest that Warlocks get <em>nothing at all.</em> Just that if we look purely at their spellcasting abilities, Warlocks are pretty much straight-up inferior. You are also neglecting the various school benefits of being a Wizard, if we're going to start tabulating <em>everything</em> a class gets, plus Arcane Recovery which is <em>also</em> short-rest based (albeit only once per day). The fact that Warlocks get the extra stuff <em>makes up for</em> their severely reduced breadth and flexibility. They're the "3e Fighters" of the 5e caster world, locked into specific options. (Fortunately they are <em>not</em> as weak as 3e Fighters were!)</p><p></p><p></p><p></p><p>I didn't mean to suggest they didn't, hence why I mentioned that Warlocks never get a <em>second</em> 6th or 7th level slot. They still get Mystic Arcana, which means that at the very very highest levels (spell levels 8 and 9) they have identical power (but, again, not breadth) to a Wizard. For spell levels 6 and 7, the Wizard has twice as many spell slots, and probably twice as many spells known. For spell levels 5 an below, the Warlock has higher potency and potentially higher volume (with at least 4 rests per day), but lower versatility and breadth.</p><p></p><p></p><p></p><p>And this is pretty much exactly what I meant when I mentioned the "over-arching quest to throw off the pact." A great RP opportunity, and one that allows a struggle between good person, bad powers.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6545787, member: 6790260"] I wasn't meaning to suggest that Warlocks get [I]nothing at all.[/I] Just that if we look purely at their spellcasting abilities, Warlocks are pretty much straight-up inferior. You are also neglecting the various school benefits of being a Wizard, if we're going to start tabulating [I]everything[/I] a class gets, plus Arcane Recovery which is [I]also[/I] short-rest based (albeit only once per day). The fact that Warlocks get the extra stuff [I]makes up for[/I] their severely reduced breadth and flexibility. They're the "3e Fighters" of the 5e caster world, locked into specific options. (Fortunately they are [I]not[/I] as weak as 3e Fighters were!) I didn't mean to suggest they didn't, hence why I mentioned that Warlocks never get a [I]second[/I] 6th or 7th level slot. They still get Mystic Arcana, which means that at the very very highest levels (spell levels 8 and 9) they have identical power (but, again, not breadth) to a Wizard. For spell levels 6 and 7, the Wizard has twice as many spell slots, and probably twice as many spells known. For spell levels 5 an below, the Warlock has higher potency and potentially higher volume (with at least 4 rests per day), but lower versatility and breadth. And this is pretty much exactly what I meant when I mentioned the "over-arching quest to throw off the pact." A great RP opportunity, and one that allows a struggle between good person, bad powers. [/QUOTE]
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