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Revised Warlock
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<blockquote data-quote="Irda Ranger" data-source="post: 7306760" data-attributes="member: 1003"><p>Thanks so much for reading it! I know it was long. Thank you.</p><p></p><p></p><p>Ha! Your "critique" is my design goal! The flavor (especially the madness and coping mechanisms) are "How being a Warlock works" in the implied setting I'm trying to create. I agree it's a stronger flavor than anything you'd find in the bog-standard PHB, and if I were writing for WotC I would not include it. But this is for my personal setting.</p><p></p><p></p><p>Fair. This is for my first complete draft where I was just trying to get the ideas down on the page in a complete manner. But I admit parts of it are long.</p><p></p><p></p><p>I sort of feel the same way, but on the other hand, this is just Pact of the Chain as written! I didn't change much here from the PHB version, other than giving them a "normal" familiar at 1st level (upgradeable at 3rd) and then rolling in the Voice of the Master Invocation as a Fraternity feature.</p><p></p><p>Have you played a Chainlock? It's the only version of 'lock I don't have playlets experience with so I was hesitant to change anything much.</p><p></p><p>I'm glad you think Steel and Shadows feel balanced, since making Steel a viable Warlock build was the original impetus for the revised rules. So "mission accomplished" there I guess.</p><p></p><p></p><p>Yeah, this part is very long, I admit. I admit I originally had the Eldritch Weapons at force damage because I was trying to make it work as part of Eldritch Blast, but then that got dropped. I might just delete that whole idea. At 1st level you can bond with two specific weapons; starting at 3rd you can create new forms at will and they're magic. Done.</p><p></p><p></p><p>I guess, although I had assumed these Invocations were tested in Unearthed Arcana and printed in XgtE because of high demand, and also to "fix" the Bladelock.</p><p></p><p></p><p>That's certainly cleaner and I bet it's how WotC would publish a mechanic, I'm sure. I like having mechanics though. For instance it's not "flavor" that a Wizard has to keep all his spells in a spell book and he loses them if he loses the book. That's how the class works.</p><p></p><p></p><p>Same as above. I sort of feel like if the "flavor" doesn't have mechanics, then it's not really there at all. It certainly isn't necessary to the balance of the class though. If posted this to DM's Guild I'd probably call it an optional rule.</p><p></p><p></p><p>I'll clarify that it's supposed to allow you to hit a single target multiple times. Basically the idea is to make any cantrip work like Eldritch Blast.</p><p></p><p></p><p>Interesting point, and probably a ribbon as class abilities go. I might describe it as "too crazy to know to run away".</p><p></p><p>Thank you again for all the feedback!</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7306760, member: 1003"] Thanks so much for reading it! I know it was long. Thank you. Ha! Your "critique" is my design goal! The flavor (especially the madness and coping mechanisms) are "How being a Warlock works" in the implied setting I'm trying to create. I agree it's a stronger flavor than anything you'd find in the bog-standard PHB, and if I were writing for WotC I would not include it. But this is for my personal setting. Fair. This is for my first complete draft where I was just trying to get the ideas down on the page in a complete manner. But I admit parts of it are long. I sort of feel the same way, but on the other hand, this is just Pact of the Chain as written! I didn't change much here from the PHB version, other than giving them a "normal" familiar at 1st level (upgradeable at 3rd) and then rolling in the Voice of the Master Invocation as a Fraternity feature. Have you played a Chainlock? It's the only version of 'lock I don't have playlets experience with so I was hesitant to change anything much. I'm glad you think Steel and Shadows feel balanced, since making Steel a viable Warlock build was the original impetus for the revised rules. So "mission accomplished" there I guess. Yeah, this part is very long, I admit. I admit I originally had the Eldritch Weapons at force damage because I was trying to make it work as part of Eldritch Blast, but then that got dropped. I might just delete that whole idea. At 1st level you can bond with two specific weapons; starting at 3rd you can create new forms at will and they're magic. Done. I guess, although I had assumed these Invocations were tested in Unearthed Arcana and printed in XgtE because of high demand, and also to "fix" the Bladelock. That's certainly cleaner and I bet it's how WotC would publish a mechanic, I'm sure. I like having mechanics though. For instance it's not "flavor" that a Wizard has to keep all his spells in a spell book and he loses them if he loses the book. That's how the class works. Same as above. I sort of feel like if the "flavor" doesn't have mechanics, then it's not really there at all. It certainly isn't necessary to the balance of the class though. If posted this to DM's Guild I'd probably call it an optional rule. I'll clarify that it's supposed to allow you to hit a single target multiple times. Basically the idea is to make any cantrip work like Eldritch Blast. Interesting point, and probably a ribbon as class abilities go. I might describe it as "too crazy to know to run away". Thank you again for all the feedback! [/QUOTE]
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