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D&D 5E Livestream: Scourge of the Swordcoast Session 1

Livestream: Scourge of the Sword Coast
Session 1
By D&D Team

Join members of the D&D team as they play through the latest season of D&D Encounters, featuring the Scourge of the Sword Coast adventure, which follows up on the events of the 25-hour Extra Life marathon game.

Glad to hear they're once again livestreaming D&D sessions, this on every friday!

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Here is what we learned about the Warlock:

Warlocks have spellcasting, and invocations.

Spells: At higher levels, the highest level spell they have is level 5, and they don't get many spells. At 2nd level he has two spells. BUT, he has spells per Short Rest rather than spells per day. So each time they take a short rest, they get all their spells back. The spells they get don't scale much, though a few do like burning hands. He used burning hands. He also had, hellish rubuke, command, and charm person (so he seems to know four spells at 2nd level). He has cantrips too. In this example, his character had: eldritch blast, thaumaturgy, and minor illusion. In sum, he can use spells more frequently than other casters, but less potent. You hit 5th level spells around 10th, then 6th at 20th. In terms of numbers, the 2nd level warlock has 2 spell slots from 2nd level until I reach 11th level. Tops out at 4 at 17th.

Invocations: Unclear if they start with them or get them at 2nd level, but at 2nd level the sample character has two invocations: One lets him cast disguise self at-will, and the other helps him improve his eldritch blast. Invocations are always based on abilities or traits.

He is a diabolic (or infernal) warlock, which means he gets temporary hit points when he drops someone to 0 hp with an attack.

At level 3 the class chooses one of: blade (warrior-like), chain (pet), or tome (caster-like).

It's a little bit of a fusion of the 3e and 4e Warlock, with some elements of the 3e Binder class and the Pacts from 4e.

(see more in below post on inspiration points, and flaws bonds and traits)
 
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They also mention, "Traits, Flaws, and Bonds" of the characters. By playing to his background, one player gained an inspiration point. He was told that when doing something related to his "traits, flaws, or bonds" he can spend the inspiration point to gain advantage on a check.

On Twitter I asked Mike Mearls about Inspiration Points, and he said:

"It's basically a micro-reward a DM can hand out for good roleplay or any other reason. Spend it to gain advantage on a roll."

I asked about the Traits, Flaws, and Bonds issue, and whether it was part of the Storygame module. He replied:

"They're not a storygame thing - just roleplaying elements that a DM can reward mechanically." "With caveat that to me, storygame is much more about plot control in the game for players."
 
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I asked a couple more questions of Mr. Mearls and got these answers:

1) Q: You mentioned invocations are always based on abilities or traits. What does this mean?

A: some of them (not all) improve other abilities. One of mine boosted damage for eldritch blast.

2) Q: Since Warlocks regain spells after a short rest, how does multiclassing with mage work?

A: two separate pools of magic - the you'd have X wizard slots, Y warlock ones, get warlock ones back with short rest
 

They also mention, "Traits, Flaws, and Bonds" of the characters. By playing to his background, one player gained an inspiration point. He was told that when doing something related to his "traits, flaws, or bonds" he can spend the inspiration point to gain advantage on a check.

On Twitter I asked Mike Mearls about Inspiration Points, and he said:

"It's basically a micro-reward a DM can hand out for good roleplay or any other reason. Spend it to gain advantage on a roll."

I asked about the Traits, Flaws, and Bonds issue, and whether it was part of the Storygame module. He replied:

"They're not a storygame thing - just roleplaying elements that a DM can reward mechanically." "With caveat that to me, storygame is much more about plot control in the game for players."

Inspiration is a nice way to capture the "free XP for good RP" thing a lot of DMs already do and put it in a form that is more flexible and relevant to the players.

And while I wince at jargon like "storygame," I'm nonetheless excited to see that plot control for players is something that Mearls is at least possibly actively thinking about with regards to some "module," because while I would not call myself a storygamer, I would call myself a lazy DM who would often much rather have the players do the narrative. ;)
 


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