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Is Warlock broken?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6875806" data-attributes="member: 6677017"><p>This was why I pushed for 30 minute or so short rests during the play test. However...now that I've seen it in play, it seems to work out all right. I haven't felt the need to house rule it to 30 minutes. 30 minutes or less <em>may</em> have made short rests too common.</p><p></p><p></p><p></p><p>I don't want to play with that group. Sorry. The rules give you one long rest in a 24 hour period, which is obviously intended to represent your night's rest. I don't think I've ever seen 5e characters retreat for the day unless they were pretty spent with no way of recovering meaningly during a short rest.</p><p></p><p>Now, if you want to claim that the 6-8 encounters per day takes some work to pull off, you'll find no disagreement.</p><p></p><p></p><p></p><p>Are broken, yep. To play the way they are "advertised" you need heavy system mastery, multiclassing, possibly feats, and multiple dump stats. Or you can house rule them like I did (I basically let Thirsting Blade give them the equivalent of the Eldritch Knight's War Magic feature, but only with cantrips that require a melee weapon attack (ie, <em>greenflame blade</em> and <em>booming blade</em>). It borders on overpowering them, but it fixes the problem.)</p><p></p><p>Chainlock does have a problem with its familiar due to the action economy, same as the beastmaster, yes.</p><p></p><p></p><p></p><p>Personally I see level-dipping as almost always the wrong way to play the game, but that's stylistic preference. Yes, warlocks are broken for level-dipping persons.</p><p></p><p>However, as an overall class I think warlock is fine.</p><p></p><p>They are supposed to be using <em>eldritch blast</em> with Agonizing Blast, and really, they are supposed to be the only one who can do that. Multiclassing is what is broken in that case. The <em>eldritch blast</em> +AB combination is extremely potent. It gives them at-will damage about on par with rogues, and above everyone else except fighters and barbarians. (I'm not accounting for feats). And once they activate <em>hex</em> (which they can have going for just about every fight after a few levels) they are up there with fighters for damage.</p><p></p><p>So their at-will damage is better than 8 out of 12 of the classes in the game, and they can pump it up to the same ballpark as the best 2 classes for pretty much all the day.</p><p></p><p>That cannot be underestimated. Everything else a warlock gains has to take into account how crazy good their at-will (and almost at-will) damage output is compared to every other caster in the game.</p><p></p><p>Basically, their class really should only be giving them additional features commensurate with what they are losing in hit points, AC, and other features compared to a fighter and barbarian.</p><p></p><p>Apparently that includes access to 9th level spells, the possibility of a large number of at-will spells (cantrips plus non-cantrips), and some nifty abilities (like the Fiend pacts crazy good entry level temp hit point ability).</p><p></p><p>So it isn't that the warlock (as an overall class) is broken, it is that <u>one specific type</u> (Pact of the Blade) is broken, a <u>general game design flaw</u> involving pets negatively impacted the design of another type, and <u>the multiclassing rules</u> allow other classes to steal the warlock's best feature.</p><p></p><p>Most of the issues people have with warlock come down to expecting it to be something it wasn't intended to be, though some of that may be blamed on class presentation not being clear enough about how it is intended to actually be played from a mechanical standpoint.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6875806, member: 6677017"] This was why I pushed for 30 minute or so short rests during the play test. However...now that I've seen it in play, it seems to work out all right. I haven't felt the need to house rule it to 30 minutes. 30 minutes or less [I]may[/I] have made short rests too common. I don't want to play with that group. Sorry. The rules give you one long rest in a 24 hour period, which is obviously intended to represent your night's rest. I don't think I've ever seen 5e characters retreat for the day unless they were pretty spent with no way of recovering meaningly during a short rest. Now, if you want to claim that the 6-8 encounters per day takes some work to pull off, you'll find no disagreement. Are broken, yep. To play the way they are "advertised" you need heavy system mastery, multiclassing, possibly feats, and multiple dump stats. Or you can house rule them like I did (I basically let Thirsting Blade give them the equivalent of the Eldritch Knight's War Magic feature, but only with cantrips that require a melee weapon attack (ie, [I]greenflame blade[/I] and [I]booming blade[/I]). It borders on overpowering them, but it fixes the problem.) Chainlock does have a problem with its familiar due to the action economy, same as the beastmaster, yes. Personally I see level-dipping as almost always the wrong way to play the game, but that's stylistic preference. Yes, warlocks are broken for level-dipping persons. However, as an overall class I think warlock is fine. They are supposed to be using [I]eldritch blast[/I] with Agonizing Blast, and really, they are supposed to be the only one who can do that. Multiclassing is what is broken in that case. The [I]eldritch blast[/I] +AB combination is extremely potent. It gives them at-will damage about on par with rogues, and above everyone else except fighters and barbarians. (I'm not accounting for feats). And once they activate [I]hex[/I] (which they can have going for just about every fight after a few levels) they are up there with fighters for damage. So their at-will damage is better than 8 out of 12 of the classes in the game, and they can pump it up to the same ballpark as the best 2 classes for pretty much all the day. That cannot be underestimated. Everything else a warlock gains has to take into account how crazy good their at-will (and almost at-will) damage output is compared to every other caster in the game. Basically, their class really should only be giving them additional features commensurate with what they are losing in hit points, AC, and other features compared to a fighter and barbarian. Apparently that includes access to 9th level spells, the possibility of a large number of at-will spells (cantrips plus non-cantrips), and some nifty abilities (like the Fiend pacts crazy good entry level temp hit point ability). So it isn't that the warlock (as an overall class) is broken, it is that [U]one specific type[/U] (Pact of the Blade) is broken, a [U]general game design flaw[/U] involving pets negatively impacted the design of another type, and [U]the multiclassing rules[/U] allow other classes to steal the warlock's best feature. Most of the issues people have with warlock come down to expecting it to be something it wasn't intended to be, though some of that may be blamed on class presentation not being clear enough about how it is intended to actually be played from a mechanical standpoint. [/QUOTE]
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