I still don't get why different sources of power that provide more or less identical effects warrant different classes. Variants, sure (and I have that in Fatebinder). But full classes? Redundant.
- I don't want fewer classes for the sake of having fewer classes.
no , we cant do that because apparently we need a different way of expressing magic when it comes from different sources, even though clerics get their magic from a different source (Gods) other than wizards but cast them the same way (vancian).
edit: if you couldnt tell...this was sarcasming.
I agree fluff should be divorced from abilities. We never had that in previous versions of the game. The wizard, never came right out and said exactly how their powers were gained they just got them. Generalizing these classes or perhaps giving several suggestions would be good. They feel too specific.
Example: suppose the DM would like to have a campaign setting were there are fey spirits or demons that want to control people like clerics are vessels of the gods. Then the DM can say ok sorcerers powers are pact based.
Li Shenron said:However as currently implemented the Warlock class needs Invocations defined, which are a separate thing than arcane spells, which are shared between Wizards and Sorcerers (Warlocks also use those for rituals of course).
I just mean that currently to have a well-designed and well-developed Warlock class you need to allocate somewhat more space in the PHB compared to the Sorcerer which uses spells that are already there because of the Wizard. Maybe there is still plenty of space, maybe not.
Using Invocations: An invocation is a magical effect that functions as a spell in all respects, except that an invocation does not require you to have a hand free when you use it.