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Converting the Warlock to Castles & Crusades
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<blockquote data-quote="Stormonu" data-source="post: 5963196" data-attributes="member: 52734"><p>It would probably be best to treat it as if it were a short bow with unlimited ammunition; in many regards, that's exactly what it is. For the most part, the eldritch blast is the warlock's secondary (combat-based) ability, with his invocations being the primary source of his power.</p><p></p><p>For C&C, I would suggest:</p><p></p><p>Levels 1-5: Range 60 feet, 1d6 damage</p><p>Levels 6-10: Range 90 feet, 2d6 damage</p><p>Levels 11-15: Range 120 feet, 3d6 damage</p><p>Levels 16+: Range 150 feet, 4d6 damage</p><p></p><p>I'd leave room for invocations that allow slight, passive tweaks</p><p></p><p>The main difference is in the feel of the warlock vs. the wizard. The wizard is about planning for the challenges he expects to face; he's batman, ready for anything. The warlock is about pressing a button repeatedly until the obstacle or enemy falls down; he's the joker in he makes terrifying use of what he's been given.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5963196, member: 52734"] It would probably be best to treat it as if it were a short bow with unlimited ammunition; in many regards, that's exactly what it is. For the most part, the eldritch blast is the warlock's secondary (combat-based) ability, with his invocations being the primary source of his power. For C&C, I would suggest: Levels 1-5: Range 60 feet, 1d6 damage Levels 6-10: Range 90 feet, 2d6 damage Levels 11-15: Range 120 feet, 3d6 damage Levels 16+: Range 150 feet, 4d6 damage I'd leave room for invocations that allow slight, passive tweaks The main difference is in the feel of the warlock vs. the wizard. The wizard is about planning for the challenges he expects to face; he's batman, ready for anything. The warlock is about pressing a button repeatedly until the obstacle or enemy falls down; he's the joker in he makes terrifying use of what he's been given. [/QUOTE]
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