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<blockquote data-quote="steeldragons" data-source="post: 7343622" data-attributes="member: 92511"><p>You are free to disagree, of course. I think it's simply a matter of from what direction you're looking at a warlock. What's the concept's "fluff" angle? </p><p></p><p>It sounds to me that your angle is under the impression that gaining a patron (pact comes later and isn't really anything more than a secondary mechanics feature) is something the "warlock" somehow initiates and, I guess, "makes/forces/entices" the entity to become their patron because they're just so gosh darn likeable and/or persuasive. If that is the case, then sure, Charisma makes sense.</p><p></p><p>My angle is more from the...well, complete opposite side.</p><p></p><p>The patron is the one making the decisions here. Calling the shots. They are going to grant/imbue you with power and show [dare I say, "teach"] you how to do things with that power (or at the very least show you how YOU can figure it out on you own). They aren't doing it from the goodness of their heart. Even if they aren't actual devils or incomprehensible horrors from "the Beyond" warping your mind or coveting your soul, they have their OWN reasons for agreeing to enter into this tutorial situation with some [formidable or pitiable or "has some potential"] *gag* mortal. THEY decide. The warlock doesn't "make/convince" them. They become your "Patron" because they are giving you something so you GIVE/do something for them -that's your [com]Pact- even if that "something" is completely some amorphous, undefined, behind the curtain, implied fluff, and unused in actual game play. </p><p></p><p>The warlock does, however, need to know and learn from their instructions, even if it's cryptic hints or brain-warping visions, enough to learn how to use their powers. Instruction. Application & accumulation of Knowledge...a.k.a. Intelligence.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7343622, member: 92511"] You are free to disagree, of course. I think it's simply a matter of from what direction you're looking at a warlock. What's the concept's "fluff" angle? It sounds to me that your angle is under the impression that gaining a patron (pact comes later and isn't really anything more than a secondary mechanics feature) is something the "warlock" somehow initiates and, I guess, "makes/forces/entices" the entity to become their patron because they're just so gosh darn likeable and/or persuasive. If that is the case, then sure, Charisma makes sense. My angle is more from the...well, complete opposite side. The patron is the one making the decisions here. Calling the shots. They are going to grant/imbue you with power and show [dare I say, "teach"] you how to do things with that power (or at the very least show you how YOU can figure it out on you own). They aren't doing it from the goodness of their heart. Even if they aren't actual devils or incomprehensible horrors from "the Beyond" warping your mind or coveting your soul, they have their OWN reasons for agreeing to enter into this tutorial situation with some [formidable or pitiable or "has some potential"] *gag* mortal. THEY decide. The warlock doesn't "make/convince" them. They become your "Patron" because they are giving you something so you GIVE/do something for them -that's your [com]Pact- even if that "something" is completely some amorphous, undefined, behind the curtain, implied fluff, and unused in actual game play. The warlock does, however, need to know and learn from their instructions, even if it's cryptic hints or brain-warping visions, enough to learn how to use their powers. Instruction. Application & accumulation of Knowledge...a.k.a. Intelligence. [/QUOTE]
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