Ehhhh... kind of...IMHO, the problem was with mystic arcanum itself as it was a kludge used to give warlocks 9th level magic when they figured out pact magic goes off the rails after level 9. Had the desire/edict of backwards compatibility not been a thing, a half caster warlock split between the artificer and gish would have been a infinity better design. Just kill mystic arcanum like the tacked on garbage it was and beef up the warlocks invocations.
All the full casters only get one 8th or 9th spell, too. It was definitely a -choice- to implement it the way they did... but I don't think it was a Kludge to give them access to higher level spells. It was just a way to do it.
Personally, I wish they -hadn't-. And instead focused on ways to make the rest of the warlock's kit scale past level 10 to make them really strong and good outside of higher level spell slots. More free utility magic, more invocation improvements, more pact improvements, etc.
I ... really can't agree with that. ToV looked at the 5.5e UA Warlock and went "That's not good design" and ran with it.The Tales of the Valiant Warlock is designed like this, but much better. It would be a better chassis to build all full casters off of, if that was what you were going to do.
At 1st level they not only lose their Patron they also lose their Pact Magic. Instead they get a Cantrip and a Pact Boon. So a level 1 Tome Warlock can cast 3 cantrips and Eldritch Blast. And that's it. That's all they get. It's too late to fix it, but damn they had to try and play into WotC's attempts to homogenize everything.
"Just start at 3rd level, the first three levels are just training wheels" then just make a game that STARTS at 3rd level and goes to 20. Or "1st" and goes to 17.
Don't get me wrong, ToV has lots of stuff going for it, and their designers are good people with good intentions, I just hate what they did in service to homogenization while also leaving the one thing that SHOULD be drawn toward homogenization completely untouched (resource economy/5mwd)
Compare them to the Paladin or the Ranger, the other Hybrid Classes. Paladins at level 2 get their smite, spellcasting, and Martial Action. Warlocks get the same spellcasting, so that's a wash, and then invocations... none of which are as strong as smite, though they're more flexible than Martial Action in selection they don't do any more damage or otherwise stack up...
And Ranger... well. Okay. Ranger is undertuned to hell and back as well, but at least they get the extra d4 of throughput right out of the gate.
Anyway, yeah... I feel like most game designers miss the lessons of previous editions when they create their version of D&D, in the end. And fall into the same traps again and again and again.
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