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The Knight Eldritch (Eldritch Knight decoupling onto the Wizard) [very early version]
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<blockquote data-quote="doctorbadwolf" data-source="post: 7575789" data-attributes="member: 6704184"><p>Did I say that my experience extends to all tables? I'm quite sure I'm perfectly capable of communicating that, if that were my intention. </p><p></p><p> You suspect it does, but we don't know. Further, does that information include multi-classed warlocks? The most popular MC warlock choice by far will be the one that plays best with the popular classes folks tend to mix with warlock, which is generally hexblade, both in terms of mechanics, and flavor (it brings very little specific story to the build, which makes it an easy story MC than the others, which require a bit more story investment to make sense of as an MC option. Hexblade can just be a thing you found, for instance.) </p><p></p><p>Either way, it isn't even the most popular option. The Fiend isn't slightly above it, it's significantly above. </p><p></p><p> None of that matters half as much as what people enjoy playing. The Hexblade, like the others, gets what it needs to do what it promises in the flavor text. You can't shunt half of it off to level 6, because that's 5 levels where your concept literally just doesn't work. For most games, that is almost half of the entire campaign. IOW, comparing subclasses features against eachother isn't useful. A Hexblade Warlock, doing what it's built to do (fight in melee), is still just keeping up with a Fiend Warlock doing what it's built to do (blast things for solid damage at-will). And even at that, it's not a durable combatant, so it's giving up on melee capability by being a warlock rather than something else. </p><p></p><p>The Hexblade's only stand out is that you can add the extra damage from Hexblade's Curse to ALL attacks against the target. That's it. Even then, everything else it gets at level 1 just makes it capable of being in melee, so it's not imbalanced. It's certainly not game breaking. </p><p></p><p>Again, worded differently this time, <em>all that matters is what happens at actual tables.</em> Theoretical imbalance of level one features of subclasses in a class, reviewed as if no context exists for those features, is completely, unsalvageably, useless. The conclusions drawn from such an analysis tell us less than nothing. </p><p></p><p> It's helpful to recall that the Fiend gets that ability all day, every day, forever. The Hexblade gets it once per short rest. They're gonna get THP once per short rest, and extra damage a few rounds per short rest at most. </p><p></p><p> Is it? Why? If gains what it needs to do what it should do. That's it. </p><p></p><p></p><p></p><p>How they play is all that matters. If a Hexblade isn't unbalanced in play, it isn't unbalanced. Period.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7575789, member: 6704184"] Did I say that my experience extends to all tables? I'm quite sure I'm perfectly capable of communicating that, if that were my intention. You suspect it does, but we don't know. Further, does that information include multi-classed warlocks? The most popular MC warlock choice by far will be the one that plays best with the popular classes folks tend to mix with warlock, which is generally hexblade, both in terms of mechanics, and flavor (it brings very little specific story to the build, which makes it an easy story MC than the others, which require a bit more story investment to make sense of as an MC option. Hexblade can just be a thing you found, for instance.) Either way, it isn't even the most popular option. The Fiend isn't slightly above it, it's significantly above. None of that matters half as much as what people enjoy playing. The Hexblade, like the others, gets what it needs to do what it promises in the flavor text. You can't shunt half of it off to level 6, because that's 5 levels where your concept literally just doesn't work. For most games, that is almost half of the entire campaign. IOW, comparing subclasses features against eachother isn't useful. A Hexblade Warlock, doing what it's built to do (fight in melee), is still just keeping up with a Fiend Warlock doing what it's built to do (blast things for solid damage at-will). And even at that, it's not a durable combatant, so it's giving up on melee capability by being a warlock rather than something else. The Hexblade's only stand out is that you can add the extra damage from Hexblade's Curse to ALL attacks against the target. That's it. Even then, everything else it gets at level 1 just makes it capable of being in melee, so it's not imbalanced. It's certainly not game breaking. Again, worded differently this time, [I]all that matters is what happens at actual tables.[/I] Theoretical imbalance of level one features of subclasses in a class, reviewed as if no context exists for those features, is completely, unsalvageably, useless. The conclusions drawn from such an analysis tell us less than nothing. It's helpful to recall that the Fiend gets that ability all day, every day, forever. The Hexblade gets it once per short rest. They're gonna get THP once per short rest, and extra damage a few rounds per short rest at most. Is it? Why? If gains what it needs to do what it should do. That's it. How they play is all that matters. If a Hexblade isn't unbalanced in play, it isn't unbalanced. Period. [/QUOTE]
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The Knight Eldritch (Eldritch Knight decoupling onto the Wizard) [very early version]
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