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Dealing with optimizers at the table
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<blockquote data-quote="NotAYakk" data-source="post: 8228603" data-attributes="member: 72555"><p>Yes, hence no long rest, no reset of sorcery points. That is what coffeelock is based off of.</p><p></p><p>No, 5e doesn't say 'slots are slots'.</p><p></p><p>In fact it states that non-warlock slots are slots, and that warlock slots can be used to cast non-warlock spells and vice versa.</p><p></p><p>It does not say anywhere that rules that refer to "slots" in warlock refer to non-warlock slots. If you take that as written, then warlock 1 means your wizard slots refresh on short rests (read pact magic rules - it literally tell you that you regain all of "your slots" at the end of a short rest).</p><p></p><p>The MC rules tell you how to combine slots, and it never says "slots are slots". It says that non-warlock slots are slots, and that you can interchange warlock and non-warlock slots for the purpose of casting spells.</p><p></p><p>I mean, "slots are slots" is a much more sensible way to read those optional rules than what they say.</p><p></p><p></p><p>Sure, you can go ahead and change the rules. I'm just giving examples of builds that are sufficiently strong they could be called game breaking.</p><p></p><p>Yes, you can change the rules or how you interpret them. I didn't say you can't.</p><p></p><p>And the number of cases where it breaks so badly you should do that is not that bad.</p><p></p><p></p><p>Yes, you can change the rules.</p><p></p><p>See a pattern?</p><p></p><p>Yes, you can change the rules.</p><p></p><p>But, I mean, using warlock slots to fuel almost any all slot based abilities in the game doesn't break things. The one exception I know of is flexible casting. I mean you could do something with artificer alchemist potions, but those are so weak I don't think anyone cares.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8228603, member: 72555"] Yes, hence no long rest, no reset of sorcery points. That is what coffeelock is based off of. No, 5e doesn't say 'slots are slots'. In fact it states that non-warlock slots are slots, and that warlock slots can be used to cast non-warlock spells and vice versa. It does not say anywhere that rules that refer to "slots" in warlock refer to non-warlock slots. If you take that as written, then warlock 1 means your wizard slots refresh on short rests (read pact magic rules - it literally tell you that you regain all of "your slots" at the end of a short rest). The MC rules tell you how to combine slots, and it never says "slots are slots". It says that non-warlock slots are slots, and that you can interchange warlock and non-warlock slots for the purpose of casting spells. I mean, "slots are slots" is a much more sensible way to read those optional rules than what they say. Sure, you can go ahead and change the rules. I'm just giving examples of builds that are sufficiently strong they could be called game breaking. Yes, you can change the rules or how you interpret them. I didn't say you can't. And the number of cases where it breaks so badly you should do that is not that bad. Yes, you can change the rules. See a pattern? Yes, you can change the rules. But, I mean, using warlock slots to fuel almost any all slot based abilities in the game doesn't break things. The one exception I know of is flexible casting. I mean you could do something with artificer alchemist potions, but those are so weak I don't think anyone cares. [/QUOTE]
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