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Pact of the Blade / Bladelock, looking for thoughts
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<blockquote data-quote="Ashrym" data-source="post: 6621092" data-attributes="member: 6750235"><p>A 20 ft room doesn't require dashes, for example, and smart opponents can box ranged character in without him boxing himself in.</p><p></p><p>The problem with dashing is it takes your action to do it so it isn't an escape system that allows damage and the mobs closing in can close the distance faster than they can be killed OR move and ranged attack back on their actions. This has nothing to do with it being a deadly encounter because monster hit points in higher CR's have some pretty hefty scaling. A group of 5th level adventurers facing 2 ogres would take eldritch blasts for 4 rounds to drop one of them and if one those ogres attacks the warlock he'll get there before dropping.</p><p></p><p>Fortunately it's a team game and the ogre may or may not be going after the warlock based on the circumstances and DM, but it's either those circumstances or DM, or another character, who is preventing that attack and not the range. Status effects are the best approach, in my experience and that's more typical of protection.</p><p></p><p>1/2 CR orcs with the aggressive trait eat up range like candy, and both ogres and orcs are examples of monsters that can simply return fire. Enemy spell casters, creatures with ranged attacks, creatures with fast movements, stealth attacks; or simply going with the dash and being within melee range so that eldritch blast attacks with disadvantage (or the warlock moves away and loses an action to dash / disengage while taking an opportunity attack) or forces a feat early as well.</p><p></p><p>Range definitely has it's advantages and having a ranged option is pretty much a requirement but the typical dungeon crawl space and movement options cramps it instead of the nice open wilderness.</p><p></p><p>That's what I mean by range isn't as strong a protection as some think. It's pretty easy to close range while dashing and often using cover in between movements for further protection while closing if the range is very large. That's also why the push invocation is handy and often part of the investment agonizing blasters are using. In the meantime, weapons still do more damage and if we're at range the blade warlock can use eldritch blast instead of weapons, or cast a spell that hits the range. If his hypnotic pattern only catches 5/8 instead of 6/8 he's still not really suffering by 1 lower DC or whatnot.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6621092, member: 6750235"] A 20 ft room doesn't require dashes, for example, and smart opponents can box ranged character in without him boxing himself in. The problem with dashing is it takes your action to do it so it isn't an escape system that allows damage and the mobs closing in can close the distance faster than they can be killed OR move and ranged attack back on their actions. This has nothing to do with it being a deadly encounter because monster hit points in higher CR's have some pretty hefty scaling. A group of 5th level adventurers facing 2 ogres would take eldritch blasts for 4 rounds to drop one of them and if one those ogres attacks the warlock he'll get there before dropping. Fortunately it's a team game and the ogre may or may not be going after the warlock based on the circumstances and DM, but it's either those circumstances or DM, or another character, who is preventing that attack and not the range. Status effects are the best approach, in my experience and that's more typical of protection. 1/2 CR orcs with the aggressive trait eat up range like candy, and both ogres and orcs are examples of monsters that can simply return fire. Enemy spell casters, creatures with ranged attacks, creatures with fast movements, stealth attacks; or simply going with the dash and being within melee range so that eldritch blast attacks with disadvantage (or the warlock moves away and loses an action to dash / disengage while taking an opportunity attack) or forces a feat early as well. Range definitely has it's advantages and having a ranged option is pretty much a requirement but the typical dungeon crawl space and movement options cramps it instead of the nice open wilderness. That's what I mean by range isn't as strong a protection as some think. It's pretty easy to close range while dashing and often using cover in between movements for further protection while closing if the range is very large. That's also why the push invocation is handy and often part of the investment agonizing blasters are using. In the meantime, weapons still do more damage and if we're at range the blade warlock can use eldritch blast instead of weapons, or cast a spell that hits the range. If his hypnotic pattern only catches 5/8 instead of 6/8 he's still not really suffering by 1 lower DC or whatnot. [/QUOTE]
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