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Unearthed Arcana: Mages of Strixhaven
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<blockquote data-quote="doctorbadwolf" data-source="post: 8299081" data-attributes="member: 6704184"><p>Sure. And what you <em>paid</em> for the power is up to you, the player.</p><p></p><p>The implication has been, repeatedly, that the patron should be able to do so, regardless of whether the DM should use that ability.</p><p></p><p>It's the entire reason that I, and nearly every player I've ever played with who liked warlocks, would ever want to play a warlock with a relationship other than the mentor relationship I mentioned in another post.</p><p></p><p>I disagree. I think very few of those stories rely on the premise that they will lose the power if they stop doing the terrible things. Usually it's more that using the power results in terrible things, and they can't afford to stop using the power. As for taking additional levels of warlock, the class fluff negates that pretty solidly with wording that suggests that only your subclass features even come directly from the patron. </p><p></p><p>At <em>most</em>, I could see the patron retracting the subclass, requiring you to switch to something else. Probably hexblade tbh because it's pretty generic. If a player wants to use this idea to instead multiclass sorcerer or paladin or wizard or something, I'd be stoked to explore that with them.</p><p></p><p>Sure it is. They sold their soul. When they die and are actually free from the mortal plane (ie not available for resurrection), they're soul is forfeit. Or, depending on the setting and how death works, maybe their soul is forfeit and res magic won't work unless their patron allows it, potentially leading to a new, even more distasteful, deal. After all, not taking the deal means the patron gets your soul, while taking it means you have some tiny fraction of a chance of winning your way free of the deal and keeping your soul, or maybe just living forever so the contract can never be completed. Who knows. Big multiverse out there, anything could happen. It's an easy choice, right? </p><p></p><p>At the end of the day, the PCs are more important than my story ideas. If a potential ruling or story element runs counter to what they want to do with their character concept (assuming good faith and reasonable asks) then I am going to bend the worldbuilding to fit the PCs, not the other way around. So, I don't care if someone or even most people thinks that patrons should be able to take power away. The character is here to play their warlock that opposes the being that gave them power, and so patrons cannot take their power away, and has to try to send agents to deal with them, or intimidate or manipulate them into doing what the patron wants, or whatever else.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8299081, member: 6704184"] Sure. And what you [I]paid[/I] for the power is up to you, the player. The implication has been, repeatedly, that the patron should be able to do so, regardless of whether the DM should use that ability. It's the entire reason that I, and nearly every player I've ever played with who liked warlocks, would ever want to play a warlock with a relationship other than the mentor relationship I mentioned in another post. I disagree. I think very few of those stories rely on the premise that they will lose the power if they stop doing the terrible things. Usually it's more that using the power results in terrible things, and they can't afford to stop using the power. As for taking additional levels of warlock, the class fluff negates that pretty solidly with wording that suggests that only your subclass features even come directly from the patron. At [I]most[/I], I could see the patron retracting the subclass, requiring you to switch to something else. Probably hexblade tbh because it's pretty generic. If a player wants to use this idea to instead multiclass sorcerer or paladin or wizard or something, I'd be stoked to explore that with them. Sure it is. They sold their soul. When they die and are actually free from the mortal plane (ie not available for resurrection), they're soul is forfeit. Or, depending on the setting and how death works, maybe their soul is forfeit and res magic won't work unless their patron allows it, potentially leading to a new, even more distasteful, deal. After all, not taking the deal means the patron gets your soul, while taking it means you have some tiny fraction of a chance of winning your way free of the deal and keeping your soul, or maybe just living forever so the contract can never be completed. Who knows. Big multiverse out there, anything could happen. It's an easy choice, right? At the end of the day, the PCs are more important than my story ideas. If a potential ruling or story element runs counter to what they want to do with their character concept (assuming good faith and reasonable asks) then I am going to bend the worldbuilding to fit the PCs, not the other way around. So, I don't care if someone or even most people thinks that patrons should be able to take power away. The character is here to play their warlock that opposes the being that gave them power, and so patrons cannot take their power away, and has to try to send agents to deal with them, or intimidate or manipulate them into doing what the patron wants, or whatever else. [/QUOTE]
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