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Single class Hexblade - missing something?
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<blockquote data-quote="ClaytonCross" data-source="post: 8084723" data-attributes="member: 6880599"><p>I have never played in seen or heard anyone say they played a campaign where every adventuring day was was standard. "The standard adventuring day" in practice is a good target that story GMs ignore pretty much ignore entirely and tactical/realism GMs only situationally allow when it makes since. It rarely does. Most enemy strong holds don't have safe rooms for attackers. Many missions only have a requirement of one goal which might force one fight. It is completely reasonable to the party to talk or sneak past as many other encounters as possible. On top of that if the Warlock is the only party who will benefit from a short rest because everyone else still has resources and only recovers on a long rest, it is very possible in dangerous and/or time sensitive situations the party over rules the warlocks request to take a short rest. Using "Standard adventuring days" as a premise for power equality it faulty logic when it is not even possible in most adventures made by wizards of the coast or by then issues I mentioned above. "The standard" is actually the oddity meaning that even you being right about warlocks being equivalent during those days your validating that they are not the rest of the time as such the mechanic puts them at a diadvantage.</p><p></p><p></p><p></p><p><strong>I completely agree</strong> and this is what happens the majority of the time. Less than 2 short rests are common, more than 2 short rests is so rare that its not a valid target. That established the "The standard adventuring day" for the need to base number on something and ignoring short rests entirely and warlock might have been broken the other way. However, defensively warlock were screwed by this, which is why every single warlock but the hexblade has a defensive ability at level 6. Wizards are aware of the problem this created. Hexblades were given better armor, shields, shield spell, blur, and blink but not the means to effectivity use them in large fights on single fight adventuring days.</p><p></p><p></p><p></p><p>I don't disagree but there is a large bias about homebrewing and it creates conflict. Its also not important that warlock get greater nova potential only survivability and the flexibility people play warlocks for. The limited resources can make for interesting play which is why the variant rules for short rests and long rest are in the DMG. If we acknowledge the warlocks defense problem is inflated by removing the range advantage of spells, the pact of the blade needs a defensive boost to even hold up to other warlocks of the same subclass. I have said a number of times in this thread, Hexblades as eldritch blast pact of the tome or chain builds are not bad. The Eldrithc Armour invocation is really a step in the right direction because of Ring Mail which is easily obtainable at lower levels since it gold cost is not prohibitive and you could pull it off and enemy corpse. I would argue though that using invocations is as a fix then takes away from the warlock flexibility which is also worse on pact of the blade than any other pact. Instead, I wish that they would simply errata Pact of the blade to include heavy armor proficiency (for ring mail) and medium armor on eldritch blast hexblades would still be fine for pact of the chain and pact of the tome. I also think that the level 6 defensive abilities that use charges should all recover at least one charge on short rest to sync with pact slots like The Archfey's Misty escape does. They should have 2 charges up front as a minimum because warlock are generally weak on defense. Then lastly, that level 6 feature should scale roughly with pact slots because at lower levels warlock defense is bad but at higher levels the mystic Arcanum cant up cast or choose from a list. Add to that there are not many defensive spells available to warlock for arcanim and the pact slots stop scaling at level 5 limiting their defense options even more as the threat them increases.</p></blockquote><p>Access to Ring Mail which is AC14 heavy armor with no strength requirement does. Also mithril armor variant of heavy armor have no strength requirement so the invocation still provides Warlocks the option to drop strength and dexterity and still have an AC16-AC20.</p><p>[/QUOTE]</p>
[QUOTE="ClaytonCross, post: 8084723, member: 6880599"] I have never played in seen or heard anyone say they played a campaign where every adventuring day was was standard. "The standard adventuring day" in practice is a good target that story GMs ignore pretty much ignore entirely and tactical/realism GMs only situationally allow when it makes since. It rarely does. Most enemy strong holds don't have safe rooms for attackers. Many missions only have a requirement of one goal which might force one fight. It is completely reasonable to the party to talk or sneak past as many other encounters as possible. On top of that if the Warlock is the only party who will benefit from a short rest because everyone else still has resources and only recovers on a long rest, it is very possible in dangerous and/or time sensitive situations the party over rules the warlocks request to take a short rest. Using "Standard adventuring days" as a premise for power equality it faulty logic when it is not even possible in most adventures made by wizards of the coast or by then issues I mentioned above. "The standard" is actually the oddity meaning that even you being right about warlocks being equivalent during those days your validating that they are not the rest of the time as such the mechanic puts them at a diadvantage. [B]I completely agree[/B] and this is what happens the majority of the time. Less than 2 short rests are common, more than 2 short rests is so rare that its not a valid target. That established the "The standard adventuring day" for the need to base number on something and ignoring short rests entirely and warlock might have been broken the other way. However, defensively warlock were screwed by this, which is why every single warlock but the hexblade has a defensive ability at level 6. Wizards are aware of the problem this created. Hexblades were given better armor, shields, shield spell, blur, and blink but not the means to effectivity use them in large fights on single fight adventuring days. I don't disagree but there is a large bias about homebrewing and it creates conflict. Its also not important that warlock get greater nova potential only survivability and the flexibility people play warlocks for. The limited resources can make for interesting play which is why the variant rules for short rests and long rest are in the DMG. If we acknowledge the warlocks defense problem is inflated by removing the range advantage of spells, the pact of the blade needs a defensive boost to even hold up to other warlocks of the same subclass. I have said a number of times in this thread, Hexblades as eldritch blast pact of the tome or chain builds are not bad. The Eldrithc Armour invocation is really a step in the right direction because of Ring Mail which is easily obtainable at lower levels since it gold cost is not prohibitive and you could pull it off and enemy corpse. I would argue though that using invocations is as a fix then takes away from the warlock flexibility which is also worse on pact of the blade than any other pact. Instead, I wish that they would simply errata Pact of the blade to include heavy armor proficiency (for ring mail) and medium armor on eldritch blast hexblades would still be fine for pact of the chain and pact of the tome. I also think that the level 6 defensive abilities that use charges should all recover at least one charge on short rest to sync with pact slots like The Archfey's Misty escape does. They should have 2 charges up front as a minimum because warlock are generally weak on defense. Then lastly, that level 6 feature should scale roughly with pact slots because at lower levels warlock defense is bad but at higher levels the mystic Arcanum cant up cast or choose from a list. Add to that there are not many defensive spells available to warlock for arcanim and the pact slots stop scaling at level 5 limiting their defense options even more as the threat them increases. [/QUOTE] Access to Ring Mail which is AC14 heavy armor with no strength requirement does. Also mithril armor variant of heavy armor have no strength requirement so the invocation still provides Warlocks the option to drop strength and dexterity and still have an AC16-AC20. [/QUOTE]
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