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<blockquote data-quote="Steampunkette" data-source="post: 9469855" data-attributes="member: 6796468"><p>Okay...</p><p></p><p>How does that make moving Patrons to level 3 a good design decision rather than a bad design decision or even a neutral design decision?</p><p></p><p>From my perspective it's an attempt to homogenize power gain independent of class narrative. It takes something the 5e Warlock gets at level 1 and moves it to level 3 exclusively to make the class' leveling progression line up with the other classes.</p><p></p><p>There is some effort made to 'fix' the narrative through the "Mysterious Voice" angle, but it's still a major narrative change for purely mechanical reasons.</p><p></p><p>For a Roleplaying Game I find that to be a bad design decision.</p><p></p><p>Fighters are good at fighting. That's their narrative. What makes a fighter interesting is deciding -how- and -why- they're good at fighting.</p><p></p><p>Rogues are good at sneaking around backstabbing people. That's their narrative. What makes a rogue interesting is deciding mostly why but also how they do it. (Insert tragic backstory here)</p><p></p><p>Rangers are good at not having a solid mechanical basis or narrative core beyond kinda being scouts with a connection to nature magic, I guess, maybe? Depends on the edition and current 'Ranger Rework'.</p><p></p><p>But for Warlocks the defining feature of their story is who they're connected to and what their deal has gained and cost them. Sorcerers are similar through their bloodlines. Paladins are all about their oaths and the power they draw from it.</p><p></p><p>Can you claim your Paladin made their oath at level 1 to gain their lay on hands and stuff? Sure. You can do the "Finalize the Oath" thing or whatever. Same with Warlocks getting 2 levels of "Freebie Mode" where they don't -actually- sign their contract 'til level 3.</p><p></p><p>But it doesn't change the fact that by the changes WotC wrought, and their attempt to make 24D&D into a "Continuation of 5e rather than a new edition" they've dramatically changed the structure of these classes so that the main drive, the main narrative element of the classes, isn't given to you 'til 3rd level.</p><p></p><p>I don't know who they think they're kidding...</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9469855, member: 6796468"] Okay... How does that make moving Patrons to level 3 a good design decision rather than a bad design decision or even a neutral design decision? From my perspective it's an attempt to homogenize power gain independent of class narrative. It takes something the 5e Warlock gets at level 1 and moves it to level 3 exclusively to make the class' leveling progression line up with the other classes. There is some effort made to 'fix' the narrative through the "Mysterious Voice" angle, but it's still a major narrative change for purely mechanical reasons. For a Roleplaying Game I find that to be a bad design decision. Fighters are good at fighting. That's their narrative. What makes a fighter interesting is deciding -how- and -why- they're good at fighting. Rogues are good at sneaking around backstabbing people. That's their narrative. What makes a rogue interesting is deciding mostly why but also how they do it. (Insert tragic backstory here) Rangers are good at not having a solid mechanical basis or narrative core beyond kinda being scouts with a connection to nature magic, I guess, maybe? Depends on the edition and current 'Ranger Rework'. But for Warlocks the defining feature of their story is who they're connected to and what their deal has gained and cost them. Sorcerers are similar through their bloodlines. Paladins are all about their oaths and the power they draw from it. Can you claim your Paladin made their oath at level 1 to gain their lay on hands and stuff? Sure. You can do the "Finalize the Oath" thing or whatever. Same with Warlocks getting 2 levels of "Freebie Mode" where they don't -actually- sign their contract 'til level 3. But it doesn't change the fact that by the changes WotC wrought, and their attempt to make 24D&D into a "Continuation of 5e rather than a new edition" they've dramatically changed the structure of these classes so that the main drive, the main narrative element of the classes, isn't given to you 'til 3rd level. I don't know who they think they're kidding... [/QUOTE]
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