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I like the new Warlock
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<blockquote data-quote="Mephista" data-source="post: 9012248" data-attributes="member: 6786252"><p>Personal experience. Monsters at any given CR usually have a 3-4 AC range. Couple that with individual PC builds differences, which may or may not include +X weaponry and/or belts of giant strength. Cleave becomes more valuable and Graze far less valuable as your to-hit rises; against solo monsters, Cleave is useless and Graze is more useful. This isn't necessarily a problem with Fighter 13, who can combine the two, but for the majority of games at level 1-10 or have a Barbarian instead, that's not a consideration.</p><p></p><p>As an extreme example, Imagine a dwarf using the Hammer of Thunderbolts, a classic Thor imitation. That's a +1 weapon and +10 strength bonus, lets presume a +4 proficency bonus. That's +15 to hit, potentially with advantage if a barbarian; that's enough to hit almost everything consistently. Neither Topple nor Graze will be boosting the barbarian's damage, as advantage and not missing are already things. Cleave would be going off like mad... in the event that you had two monsters next to each other. Which isn't a given, since the need to spread out with spellcasters around is a known quantity, and solo bosses are a thing. Cleave's usefulness is entirely DM / campaign dependent. </p><p></p><p>That's a major outlier, but it hopefully illustrates my point. </p><p></p><p></p><p>You're assuming that those other options won't be brought down. In fact, they kind of already have with the change from Pact to Half casting, which now requires a mindshift. CharOp is now different for the warlock.</p></blockquote><p></p>
[QUOTE="Mephista, post: 9012248, member: 6786252"] Personal experience. Monsters at any given CR usually have a 3-4 AC range. Couple that with individual PC builds differences, which may or may not include +X weaponry and/or belts of giant strength. Cleave becomes more valuable and Graze far less valuable as your to-hit rises; against solo monsters, Cleave is useless and Graze is more useful. This isn't necessarily a problem with Fighter 13, who can combine the two, but for the majority of games at level 1-10 or have a Barbarian instead, that's not a consideration. As an extreme example, Imagine a dwarf using the Hammer of Thunderbolts, a classic Thor imitation. That's a +1 weapon and +10 strength bonus, lets presume a +4 proficency bonus. That's +15 to hit, potentially with advantage if a barbarian; that's enough to hit almost everything consistently. Neither Topple nor Graze will be boosting the barbarian's damage, as advantage and not missing are already things. Cleave would be going off like mad... in the event that you had two monsters next to each other. Which isn't a given, since the need to spread out with spellcasters around is a known quantity, and solo bosses are a thing. Cleave's usefulness is entirely DM / campaign dependent. That's a major outlier, but it hopefully illustrates my point. You're assuming that those other options won't be brought down. In fact, they kind of already have with the change from Pact to Half casting, which now requires a mindshift. CharOp is now different for the warlock. [/QUOTE]
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