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DM Says No Powergaming?
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<blockquote data-quote="Faolyn" data-source="post: 8869571" data-attributes="member: 6915329"><p>If you make a deal with a patron, the patron <em>is </em>getting something out of it. An archfiend gets your soul. Other patrons get something similar out of the deal. Perhaps the act of making a deal weakens the walls between worlds, letting these beings have greater access to the Material Plane. Perhaps a GOO or Archfey gets your psychic energy or rides behind your eyes and gains your knowledge. Perhaps noble genie ensures that their element gets spread around a little bit more on the Material than it normally would be, thus making the Prime one step closer to joining their elemental plane. Perhaps an undead/undying patron is satisfied with you spreading negative energy around the Material.</p><p></p><p>It's also fully possible that giving a warlock some magic takes up very little of the patron's energy. Plus it's possible that, because patrons aren't gods, they can only give the magic; they don't have enough control over it to channel it to their warlocks the way that a god can channel it to their clerics.</p><p></p><p>And this is <em>without </em>having the warlock actually RP their devotion or what form their initial pact took--which is and should be up to the DM and player. I don't blame the books for not specifying what activities warlocks should perform in order to appease their patron. Not only would it be impossible to cover every type of activity for every type of patron, but it would logically include some very unsavory things, like human sacrifice--which flies in the face of the idea of heroic characters. The hexblade player in one of my games decided on their own that their sword <em>wants </em>blood and <em>wants </em>the PC to consume it. I'm more than happy to continue with that idea and have already worked out with the player a possible way this could go (Ravenloft, dark powers checks, transformation into monstrous form, yadda yadda).</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8869571, member: 6915329"] If you make a deal with a patron, the patron [I]is [/I]getting something out of it. An archfiend gets your soul. Other patrons get something similar out of the deal. Perhaps the act of making a deal weakens the walls between worlds, letting these beings have greater access to the Material Plane. Perhaps a GOO or Archfey gets your psychic energy or rides behind your eyes and gains your knowledge. Perhaps noble genie ensures that their element gets spread around a little bit more on the Material than it normally would be, thus making the Prime one step closer to joining their elemental plane. Perhaps an undead/undying patron is satisfied with you spreading negative energy around the Material. It's also fully possible that giving a warlock some magic takes up very little of the patron's energy. Plus it's possible that, because patrons aren't gods, they can only give the magic; they don't have enough control over it to channel it to their warlocks the way that a god can channel it to their clerics. And this is [I]without [/I]having the warlock actually RP their devotion or what form their initial pact took--which is and should be up to the DM and player. I don't blame the books for not specifying what activities warlocks should perform in order to appease their patron. Not only would it be impossible to cover every type of activity for every type of patron, but it would logically include some very unsavory things, like human sacrifice--which flies in the face of the idea of heroic characters. The hexblade player in one of my games decided on their own that their sword [I]wants [/I]blood and [I]wants [/I]the PC to consume it. I'm more than happy to continue with that idea and have already worked out with the player a possible way this could go (Ravenloft, dark powers checks, transformation into monstrous form, yadda yadda). [/QUOTE]
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