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Share Your Thoughts On My Warlock Houserules
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<blockquote data-quote="Justin Fike" data-source="post: 6968551" data-attributes="member: 6867586"><p>I like that! Choose a spell from the patron list at each level that you can cast 1/long rest. The issue I have with just adding spells to the spell list is that, by and large, most of the spells that really *feel* like that patron just aren't mechanically strong enough to compete with core spells like Hex, Darkness, etc. With limited slots, the essential spells will still end up being cast. My goal here was to equip Warlocks to casts "non optimal" Patron spells without feeling bad about it. I get that this is a power increase for the class since it's more spells per day overall, but I think it works.</p><p></p><p>I still prefer the change to how Invocation gained spells work. Invocations are arguably Warlocks strongest feature. They are the most flexible way that a character defines what their Warlock does. This way a player can "specialize" their Warlock as a spell caster by investing Invocations in additional spells like Bane and Slow once per long rest, but doing so means they lose out on utility or power options in exchange.</p><p></p><p>I've been persuaded on the CHA to hit and damage. It's too strong and not really needed. At this point my baseline for Pact of the Blade is Medium armor and shield prof gained at lvl 3, multi-attack gained at level 6, Pact weapon feature can apply to two weapons of the same type to enable dual wielding. That's enough of the essentials to allow a Bladelock to function without multiclassing if that's what the player wants, and if they want to specialize in melee combat further then multiclassing is the best way to do that.</p><p></p><p>So that means removing the three added invocations since they're no longer needed, which helps cut down on bloat anyway.</p><p></p><p>And [MENTION=6801461]Draegn[/MENTION] I heartily approve of any efforts to make Warlock's patrons have a real, in-game impact and consquences. If you've found a way to do that that is fun for your players then I say roll with it. Without having seen one of your games I'd be worried about making a Warlock player afraid to use their powers. In my game I ask my Warlock players to work with me on creating a bio for their Patron just like they do for their character (his/her/its history, personality, and goal) and then I find ways to apply that to the story. I love having a Warlock in the party because if I have a plot hook or quest that I really want them to explore I can usually find a way to tie their patron's desires into it. It's not railroading if its still player story choice, right? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Justin Fike, post: 6968551, member: 6867586"] I like that! Choose a spell from the patron list at each level that you can cast 1/long rest. The issue I have with just adding spells to the spell list is that, by and large, most of the spells that really *feel* like that patron just aren't mechanically strong enough to compete with core spells like Hex, Darkness, etc. With limited slots, the essential spells will still end up being cast. My goal here was to equip Warlocks to casts "non optimal" Patron spells without feeling bad about it. I get that this is a power increase for the class since it's more spells per day overall, but I think it works. I still prefer the change to how Invocation gained spells work. Invocations are arguably Warlocks strongest feature. They are the most flexible way that a character defines what their Warlock does. This way a player can "specialize" their Warlock as a spell caster by investing Invocations in additional spells like Bane and Slow once per long rest, but doing so means they lose out on utility or power options in exchange. I've been persuaded on the CHA to hit and damage. It's too strong and not really needed. At this point my baseline for Pact of the Blade is Medium armor and shield prof gained at lvl 3, multi-attack gained at level 6, Pact weapon feature can apply to two weapons of the same type to enable dual wielding. That's enough of the essentials to allow a Bladelock to function without multiclassing if that's what the player wants, and if they want to specialize in melee combat further then multiclassing is the best way to do that. So that means removing the three added invocations since they're no longer needed, which helps cut down on bloat anyway. And [MENTION=6801461]Draegn[/MENTION] I heartily approve of any efforts to make Warlock's patrons have a real, in-game impact and consquences. If you've found a way to do that that is fun for your players then I say roll with it. Without having seen one of your games I'd be worried about making a Warlock player afraid to use their powers. In my game I ask my Warlock players to work with me on creating a bio for their Patron just like they do for their character (his/her/its history, personality, and goal) and then I find ways to apply that to the story. I love having a Warlock in the party because if I have a plot hook or quest that I really want them to explore I can usually find a way to tie their patron's desires into it. It's not railroading if its still player story choice, right? :) [/QUOTE]
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