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General Tabletop Discussion
*Dungeons & Dragons
Revamping the Warlock
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<blockquote data-quote="Hawk Diesel" data-source="post: 7519940" data-attributes="member: 59848"><p>Part of the fun I get from this game is tweaking it and redesigning it. Yea, the adjustments I've made to my game probably makes it fairly different from what you play. And in fact, I think redesigning this class whole hog to better reflect my vision for the warlock would be fun. I also think others might value what I produce and might like to participate in the process.</p><p></p><p>So what you see as the <em>root of the problem</em> is clearly different from what I see. That's fine. But please don't assume that your vision of the problem is <strong>the</strong> way to understand or approach it.</p><p></p><p></p><p></p><p>No, I'm not wrong. I just see the warlock differently. I didn't play 4e, but I played a lot of 3.x. And so I am used to the Warlock not having spells to cast. I don't think it should be a spellcaster, and until you get to those high tiers of play when you have access to 4 spell slots per rest and Mystic Arcanum, the 5e Warlock does not feel like or work like other spellcasters. I shouldn't have to wait to get to those higher tiers of play for a spellcasting class to actually <em>feel</em> like a spellcasting class. Additionally, it has already been mentioned how short-rest recovery spells create complications in the game by allowing combinations such as the Paladin/Warlock and Sorcerer/Warlock multiclasses. By eliminating Pact Magic, I feel it brings the Warlock closer to its 3.5 roots, gives it a stronger identity that is more distinct from other spellcasting classes, helps it feel in play more like one would expect, and reduces those problematic and potentially abusive combinations.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7519940, member: 59848"] Part of the fun I get from this game is tweaking it and redesigning it. Yea, the adjustments I've made to my game probably makes it fairly different from what you play. And in fact, I think redesigning this class whole hog to better reflect my vision for the warlock would be fun. I also think others might value what I produce and might like to participate in the process. So what you see as the [I]root of the problem[/I] is clearly different from what I see. That's fine. But please don't assume that your vision of the problem is [B]the[/B] way to understand or approach it. No, I'm not wrong. I just see the warlock differently. I didn't play 4e, but I played a lot of 3.x. And so I am used to the Warlock not having spells to cast. I don't think it should be a spellcaster, and until you get to those high tiers of play when you have access to 4 spell slots per rest and Mystic Arcanum, the 5e Warlock does not feel like or work like other spellcasters. I shouldn't have to wait to get to those higher tiers of play for a spellcasting class to actually [I]feel[/I] like a spellcasting class. Additionally, it has already been mentioned how short-rest recovery spells create complications in the game by allowing combinations such as the Paladin/Warlock and Sorcerer/Warlock multiclasses. By eliminating Pact Magic, I feel it brings the Warlock closer to its 3.5 roots, gives it a stronger identity that is more distinct from other spellcasting classes, helps it feel in play more like one would expect, and reduces those problematic and potentially abusive combinations. [/QUOTE]
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