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<blockquote data-quote="Neonchameleon" data-source="post: 9023658" data-attributes="member: 87792"><p>It <em>also</em> has rituals and other events that take longer than a turn. And has proficiency times/day events. Which I've suggested using. Or multiple times per day events Barbarian Rage style, again which I've suggested using. Indeed these are actually expanding - see for example the new version of Second Wind in this exact same play packet. So no it's not adding anything in the way you claim it is.</p><p></p><p>And there are only a few other significant problems with the warlock:</p><ol> <li data-xf-list-type="ol">Certain multiclassing interactions. This actively fixes the Coffeelock by hard-capping the amount of rests, and turning Eldritch Blast into a class feature fixes almost all the rest of them (they added back part of the Hexblade dip - by allowing Pact Weapon to use Extra Attack).</li> <li data-xf-list-type="ol">That the warlock has no <em>working</em> defensive invocations. Mage Armour on a light armour wearer would be a waste of a spell slot, never mind an Invocation, and False Life doesn't scale. So the warlock is the squishiest class in the game as they don't get heavy armour, Shield, Absorb Elements, or anything to make up for it. But you aren't going to fix bad invocations by changing the pact magic recharge mechanic.</li> <li data-xf-list-type="ol">The Invocations need cleaning up because there are a lot of bad ones. And more good ones would be a good thing. (Most of these have been cleaned up by dumping them into Mystic Arcanum).</li> <li data-xf-list-type="ol">Some people do not like it because it's different and because they personally do not like it they think no one should have it. This is not a problem with the <em>warlock</em>.</li> </ol><p></p><p>None of which says the sort of change you want won't smash the class identity. The decision "You must force every class to work the same way" of course destroys the class identity of any interesting classes. The decision to enforce three and only three spell lists of course does terrible things to the bard's identity (The bard can't cast Heroism? Really?)</p><p></p><p>A big part of the warlock's class identity is that they have far and away objectively the <em>simplest</em> casting of any caster in the game at the table, and the casting that is far the least likely to have to worry about analysis paralysis (rivalled only by Smitey the Paladin). You only have a couple of slots to worry about and only have a very short spell list. But you aren't strapped for spells known in the way even the PHB Ranger is because you don't have to spread those spells out over multiple levels.</p><p></p><p>This really is putting the Warlock onto the Bed of Procrustes and deciding that it needs <em>both</em> to be stretched <em>and</em> to have its ankles cut off at the same time in order to fit.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9023658, member: 87792"] It [I]also[/I] has rituals and other events that take longer than a turn. And has proficiency times/day events. Which I've suggested using. Or multiple times per day events Barbarian Rage style, again which I've suggested using. Indeed these are actually expanding - see for example the new version of Second Wind in this exact same play packet. So no it's not adding anything in the way you claim it is. And there are only a few other significant problems with the warlock: [LIST=1] [*]Certain multiclassing interactions. This actively fixes the Coffeelock by hard-capping the amount of rests, and turning Eldritch Blast into a class feature fixes almost all the rest of them (they added back part of the Hexblade dip - by allowing Pact Weapon to use Extra Attack). [*]That the warlock has no [I]working[/I] defensive invocations. Mage Armour on a light armour wearer would be a waste of a spell slot, never mind an Invocation, and False Life doesn't scale. So the warlock is the squishiest class in the game as they don't get heavy armour, Shield, Absorb Elements, or anything to make up for it. But you aren't going to fix bad invocations by changing the pact magic recharge mechanic. [*]The Invocations need cleaning up because there are a lot of bad ones. And more good ones would be a good thing. (Most of these have been cleaned up by dumping them into Mystic Arcanum). [*]Some people do not like it because it's different and because they personally do not like it they think no one should have it. This is not a problem with the [I]warlock[/I]. [/LIST] None of which says the sort of change you want won't smash the class identity. The decision "You must force every class to work the same way" of course destroys the class identity of any interesting classes. The decision to enforce three and only three spell lists of course does terrible things to the bard's identity (The bard can't cast Heroism? Really?) A big part of the warlock's class identity is that they have far and away objectively the [I]simplest[/I] casting of any caster in the game at the table, and the casting that is far the least likely to have to worry about analysis paralysis (rivalled only by Smitey the Paladin). You only have a couple of slots to worry about and only have a very short spell list. But you aren't strapped for spells known in the way even the PHB Ranger is because you don't have to spread those spells out over multiple levels. This really is putting the Warlock onto the Bed of Procrustes and deciding that it needs [I]both[/I] to be stretched [I]and[/I] to have its ankles cut off at the same time in order to fit. [/QUOTE]
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