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Survey Launch | Player's Handbook Playtest 5 | Unearthed Arcana | D&D
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<blockquote data-quote="Justice and Rule" data-source="post: 9025512" data-attributes="member: 6778210"><p>What Warlock-progression does is give you effective spells for your level without giving you all the power of the spell pyramid: you have your big stuff, but you don't have the extra lesser firepower and ability to waste slots on utility spells. Compared to half- or third-casters, I think it's more satisfying as a route because you're always getting powerful stuff rather than getting to the end game with stuff full-casters were getting 8 levels ago. It also a better fit for more esoteric casters who could use invocation-style powers to fit their flavor rather than trying to fit them to a weird spell progression.</p><p></p><p></p><p></p><p>That's fair enough on the Druid, though I think (especially with the movie) a case can be made for doing something that is far more flavorful with Druid powers by moving them away from just being spells.</p><p></p><p></p><p></p><p>Yeah, but that's my point: Pact Magic-style casting with colorful invocations styled to the Bard could make up that ground. When you have a bunch of spell slots, you have to balance the spells you make for them around having multiple spell uses. With, say, "Songs" you could vary them between things you can just turn on and off, things that are limited by a once-a-day casting or even put things in there that could have a number of uses equal to proficiency, ability modifiers, etc. It just gives a whole lot of design room to run in compared to "Let's just turn it into a generic caster. <strong><em>That</em></strong> is the problem with things like the Artificer.</p><p></p><p></p><p></p><p>Multiclass problems are a thing, but they are a thing with a broad number of classes. The way 5E does multiclassing is bad largely because to balance it you need to keep the lower levels deliberately kind of s#!%%y because you don't want it to become an easy auto-dip. If you want to fix things, fix the <em>root</em> of the problem rather than one of its many symptoms.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9025512, member: 6778210"] What Warlock-progression does is give you effective spells for your level without giving you all the power of the spell pyramid: you have your big stuff, but you don't have the extra lesser firepower and ability to waste slots on utility spells. Compared to half- or third-casters, I think it's more satisfying as a route because you're always getting powerful stuff rather than getting to the end game with stuff full-casters were getting 8 levels ago. It also a better fit for more esoteric casters who could use invocation-style powers to fit their flavor rather than trying to fit them to a weird spell progression. That's fair enough on the Druid, though I think (especially with the movie) a case can be made for doing something that is far more flavorful with Druid powers by moving them away from just being spells. Yeah, but that's my point: Pact Magic-style casting with colorful invocations styled to the Bard could make up that ground. When you have a bunch of spell slots, you have to balance the spells you make for them around having multiple spell uses. With, say, "Songs" you could vary them between things you can just turn on and off, things that are limited by a once-a-day casting or even put things in there that could have a number of uses equal to proficiency, ability modifiers, etc. It just gives a whole lot of design room to run in compared to "Let's just turn it into a generic caster. [B][I]That[/I][/B] is the problem with things like the Artificer. Multiclass problems are a thing, but they are a thing with a broad number of classes. The way 5E does multiclassing is bad largely because to balance it you need to keep the lower levels deliberately kind of s#!%%y because you don't want it to become an easy auto-dip. If you want to fix things, fix the [I]root[/I] of the problem rather than one of its many symptoms. [/QUOTE]
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