Overall it seems like a decent class, there are some issues with how some invocations can drastically affect some adventure types, but as long as:
Magic items are a salable commodity in the setting
Magic is as commonly available as the ruleset assumes
The normal breakneck speed character level advancement system is used.
The warlock is more or less a balanced class.
Without magic items semi commonly available for sale, the warlock takes a hit in the pull his own weight department since several things he cannot do in the blaster / sneaker party slot on his own are easily relieved with a selection of scrolls and wands. But when normal casters did not have the option to buy, oh say a wand of shatter or a staff of fire, that makes the warlock stronger because his unlimited uses of those abilities now shine even greater. Also since the setting has less magic to go around, fewer places will have counter measures to deal with warlock abilities. If in a setting, an important countermeasure to invisibility is it only lasts so long and a caster can only cast it so often, the warlock gets around that.
If the players advance slower than normal, that makes the warlock much stronger. In games that will run for a while, spell casters have to ration their wands and charged items, since they will be at a power level where their wands are still modestly useful for a while. With the default advancement rate, a caster has to really try to burn through wands [other than Cure wands] to run out before the wand is too weak in comparison to the challenges being faced. The warlock does no have to do this rationing.
13.5 encounters a level was the default assumption for 3e. That means if you uses a wand once an encounter, it might last for 4 levels and most likely not be that useful by that time. Using it twice an encounter means that it lasts for two levels and by then trading in might have been sounding like a godd idea anyhow. Using it every round [typicly 3.5 rounds for how 3E combat goes] means that one level later the wand is used up, costly, but thanks to the power increase the loot has been coming in hand over fist so it was worth it. This speed of usage means a warlock’s ‘unlimited’ usage of blasts and invocations does not outshine the normal casters.
In a game with slower advancement however, treasure also comes at a slower pace, burning through a wand in less than a level will seriously crimp the characters cash flow, the warlock in this situation has a serious advantage.
Particle_Man said:
Warlock is a great "no paperwork" magic user, as you don't have to keep track of spell slots, spells memorized, spell points, or anything resource based like that (with the exception of a 1/day fiendish resiliance, gained at higher levels). That makes me like it right there.
Oh, they are a very simple,
the fun never ends untill you run out of HP class. They are what a Caster in
Iron Heroes should have operated like.. if not for the setting's
"Magic is too dangerous to rely on" mission statement.
http://www.enworld.org/showthread.php?t=183170