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New to D&D. Warlock - Sorcerer Multiclass
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<blockquote data-quote="Sword of Spirit" data-source="post: 6958763" data-attributes="member: 6677017"><p>There are some questions you need to have answers to before the advice you get here will be very useful.</p><p></p><p>1) How long is this campaign intended to last?</p><p>2) How much do you care about using the rules correctly?</p><p>3) What is your goal with this character?</p><p>4) Is your group okay with having widely different power levels between the characters?</p><p></p><p>For #1, I think many people are assuming you are going to be playing one short campaign after another, because that's the playstyle they are familiar with. The advice to play something simpler first comes from that perspective and is excellent advice. I'd go even further and say set aside your Player's Handbook and play through the Lost Mine of Phandelver with only the <a href="http://dnd.wizards.com/articles/features/basicrules" target="_blank">Basic Rules</a>. On the other hand, if this is going to be the same character you are going to be playing for years, play what you want!</p><p></p><p>For #2, I can see that there are a lot of elements of the rules that you are still working on. If your group cares about using the rules by the book, go with a simpler start, but the more complexity you involve (such as the more advanced classes from the PHB) the more stuff is going to get messed up on the rules. If not, it doesn't matter what you play.</p><p></p><p>For #3, are you just going for a character that isn't subpar, or are you trying to "break the game", or something in-between? Do you care about how your character fits into the world's lore and/or believability, or are you thinking in terms of mechanical benefits first?</p><p></p><p>#4 is important, because we can tell you how to make a warlock/sorcerer of any power level. There is no issue with simply being effective with that combo--the issue is whether you want to be silly good or not. And if you are silly good and the rest of your group is subpar, is that going to be an issue or is everyone going to laugh about it and have fun?</p><p></p><p>The easiest way to be very powerful is the SorLock build that [MENTION=6716779]Zardnaar[/MENTION] described, but it takes an understanding of the rules that is going to take a while (as the game in general does, hence the suggestion of trying something very simple at first--unless you are going to be locked into a character for a year or more).</p><p></p><p>The solution that sounds best to me is the idea you had of playing with a group on Roll20 for a bit. Find a group that is experienced with the rules (unless you don't care about doing them by the book) and is willing to help you learn them, play a character of no more than moderate complexity, and hopefully by the time your group gets together you'll be ready to do a more complex character according to whatever your answers to those questions are.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6958763, member: 6677017"] There are some questions you need to have answers to before the advice you get here will be very useful. 1) How long is this campaign intended to last? 2) How much do you care about using the rules correctly? 3) What is your goal with this character? 4) Is your group okay with having widely different power levels between the characters? For #1, I think many people are assuming you are going to be playing one short campaign after another, because that's the playstyle they are familiar with. The advice to play something simpler first comes from that perspective and is excellent advice. I'd go even further and say set aside your Player's Handbook and play through the Lost Mine of Phandelver with only the [URL="http://dnd.wizards.com/articles/features/basicrules"]Basic Rules[/URL]. On the other hand, if this is going to be the same character you are going to be playing for years, play what you want! For #2, I can see that there are a lot of elements of the rules that you are still working on. If your group cares about using the rules by the book, go with a simpler start, but the more complexity you involve (such as the more advanced classes from the PHB) the more stuff is going to get messed up on the rules. If not, it doesn't matter what you play. For #3, are you just going for a character that isn't subpar, or are you trying to "break the game", or something in-between? Do you care about how your character fits into the world's lore and/or believability, or are you thinking in terms of mechanical benefits first? #4 is important, because we can tell you how to make a warlock/sorcerer of any power level. There is no issue with simply being effective with that combo--the issue is whether you want to be silly good or not. And if you are silly good and the rest of your group is subpar, is that going to be an issue or is everyone going to laugh about it and have fun? The easiest way to be very powerful is the SorLock build that [MENTION=6716779]Zardnaar[/MENTION] described, but it takes an understanding of the rules that is going to take a while (as the game in general does, hence the suggestion of trying something very simple at first--unless you are going to be locked into a character for a year or more). The solution that sounds best to me is the idea you had of playing with a group on Roll20 for a bit. Find a group that is experienced with the rules (unless you don't care about doing them by the book) and is willing to help you learn them, play a character of no more than moderate complexity, and hopefully by the time your group gets together you'll be ready to do a more complex character according to whatever your answers to those questions are. [/QUOTE]
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