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General Tabletop Discussion
*Dungeons & Dragons
Should Warlock Patrons be able to revoke a Warlock's powers if the Patron is displeased?
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<blockquote data-quote="Caliban" data-source="post: 7119128" data-attributes="member: 284"><p>By default, whatever pact the warlock makes with their patron doesn't involve their continued obedience or loyalty. </p><p></p><p>It's a business transaction, and the Patron has already received whatever payment they are owed in return for granting the warlock their powers. Or the payment won't be due until after the player has stopped playing the warlock. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That is because the warlocks are mechanically balanced against the other spellcasting classes and don't have any extra penalties that the other classes don't have. </p><p></p><p>Now, you and the player can work out RP reasons for this, or even write up a specific contract that places requirements and restrictions on the warlock.</p><p></p><p>In my home game, I've ruled that the pact between the patron and warlock acts as a conduit between the prime material plane and the patron - and a trickle of primal energy flows through that conduit, benefiting the patron as well as granting the warlock their powers. So as long as the warlock lives and gains power (i.e. gains levels) the patron gains more and more power from their relationship. </p><p></p><p>The more warlocks the patron has, the more power they gain. Plus, you know, the whole "I own your soul" thing for the fiend patrons. </p><p></p><p>I do allow warlocks in my game to make additional pacts with their patron for more power - these pacts incur a much greater cost for the warlock and often require them to pursue certain goals for the patron - killing specific people, destroying or stealing certain items, or making a certain number of living sacrifices to the patron. Mostly it's NPC warlocks, but I have one player whose warlock owes his patron "3 tasks to be determined later" - one of which has been fulfilled.</p></blockquote><p></p>
[QUOTE="Caliban, post: 7119128, member: 284"] By default, whatever pact the warlock makes with their patron doesn't involve their continued obedience or loyalty. It's a business transaction, and the Patron has already received whatever payment they are owed in return for granting the warlock their powers. Or the payment won't be due until after the player has stopped playing the warlock. :) That is because the warlocks are mechanically balanced against the other spellcasting classes and don't have any extra penalties that the other classes don't have. Now, you and the player can work out RP reasons for this, or even write up a specific contract that places requirements and restrictions on the warlock. In my home game, I've ruled that the pact between the patron and warlock acts as a conduit between the prime material plane and the patron - and a trickle of primal energy flows through that conduit, benefiting the patron as well as granting the warlock their powers. So as long as the warlock lives and gains power (i.e. gains levels) the patron gains more and more power from their relationship. The more warlocks the patron has, the more power they gain. Plus, you know, the whole "I own your soul" thing for the fiend patrons. I do allow warlocks in my game to make additional pacts with their patron for more power - these pacts incur a much greater cost for the warlock and often require them to pursue certain goals for the patron - killing specific people, destroying or stealing certain items, or making a certain number of living sacrifices to the patron. Mostly it's NPC warlocks, but I have one player whose warlock owes his patron "3 tasks to be determined later" - one of which has been fulfilled. [/QUOTE]
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Should Warlock Patrons be able to revoke a Warlock's powers if the Patron is displeased?
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