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Pineapple Express: Someone Is Wrong on the Internet?
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<blockquote data-quote="CleverNickName" data-source="post: 9422033" data-attributes="member: 50987"><p>I'm a fan of warlocks, so I'd like to push back against what you wrote here, but I can't. There's not a lot of meaning in the Warlock class, at least not as-written.</p><p></p><p>I think warlocks rely on the DM and the campaign setting to give meaning and purpose to the character. Sure, all characters rely on this in varying amounts, but the warlock is almost completely dependent on it. Without the player and the DM both working together to make the story work, none of the things that make the warlock interesting or different (their patron, the terms of their pact, their invocations, etc.) will ever matter. If you and/or your DM aren't willing to put in this effort, I think you'd be better off playing a multiclassed fighter/sorcerer instead because nothing is going to feel right. It'll all feel like a bunch of "Mary Sue energy," as you said.</p><p></p><p>That said, I also think that when the DM and the player are on the same page, and working together to develop the warlock's character arc, it's the most satisfying, story-rich, and memorable character class to play. (Just check out some of the warlocks in <em>Critical Role</em> or <em>Dimension20</em>, for example.) But that's a TON of work<em>,</em> and it takes a special kind of relationship between the player and the DM. I don't recommend warlocks for casual "beer and pretzel" games. They're best in a long-running campaign with close friends and deep roleplay.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9422033, member: 50987"] I'm a fan of warlocks, so I'd like to push back against what you wrote here, but I can't. There's not a lot of meaning in the Warlock class, at least not as-written. I think warlocks rely on the DM and the campaign setting to give meaning and purpose to the character. Sure, all characters rely on this in varying amounts, but the warlock is almost completely dependent on it. Without the player and the DM both working together to make the story work, none of the things that make the warlock interesting or different (their patron, the terms of their pact, their invocations, etc.) will ever matter. If you and/or your DM aren't willing to put in this effort, I think you'd be better off playing a multiclassed fighter/sorcerer instead because nothing is going to feel right. It'll all feel like a bunch of "Mary Sue energy," as you said. That said, I also think that when the DM and the player are on the same page, and working together to develop the warlock's character arc, it's the most satisfying, story-rich, and memorable character class to play. (Just check out some of the warlocks in [I]Critical Role[/I] or [I]Dimension20[/I], for example.) But that's a TON of work[I],[/I] and it takes a special kind of relationship between the player and the DM. I don't recommend warlocks for casual "beer and pretzel" games. They're best in a long-running campaign with close friends and deep roleplay. [/QUOTE]
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