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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="Lanliss" data-source="post: 7712762" data-attributes="member: 6801219"><p>Is there an inherent problem with the Warlock being a Cleric with different mechanics? That is basically how I view them, and have since the beginning. It might be because I don't have any history in the game to make me lean a different way. Cleric is actually at the top of my list for classes that need a full overhaul, because I find them bland. Changing them to the Warlock chassis might help, since I could then write up Domain based Invocations.</p><p></p><p>On spells to be added, I mentioned earlier that I might make up some spells with similar effects of curing and removing ailments, but only as potions that take a good amount of time to make, and build a full homebrew "Herbalist"/"Potion brewer" subclass. Cannot remember which post I mentioned it in. </p><p></p><p>As far as "The problem", there are two ways to look at it. From a story point of view it's fine in the world, and the patrons clearly allow it. From a mechanics point of view, it is a problem, one that can be handled at the table level, just like the Hex+Bag-o-rats that everyone was up in arms about a short while back, and probably much longer before that. </p><p></p><p>There is also the more general in-between point of view, where it is a story informed by the mechanics, to which my response would be the same as if it was just mechanics. It is literally as easy as saying "Please don't do that". Alternatively, since they have so much healing, you could ask permission to boost the difficulty of the things they are getting ready to fight. I also mentioned earlier that an NPC Warlock could use the spell to keep their minions healed, so if the players are going to pull that sort of trick because "The story allows it", they better be ready for someone else in the story to do the same. With their permission of course, I wouldn't just jump this on them to be petty. If I ask to increase the difficulty, and they say no, I guess they want a cake-walk.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7712762, member: 6801219"] Is there an inherent problem with the Warlock being a Cleric with different mechanics? That is basically how I view them, and have since the beginning. It might be because I don't have any history in the game to make me lean a different way. Cleric is actually at the top of my list for classes that need a full overhaul, because I find them bland. Changing them to the Warlock chassis might help, since I could then write up Domain based Invocations. On spells to be added, I mentioned earlier that I might make up some spells with similar effects of curing and removing ailments, but only as potions that take a good amount of time to make, and build a full homebrew "Herbalist"/"Potion brewer" subclass. Cannot remember which post I mentioned it in. As far as "The problem", there are two ways to look at it. From a story point of view it's fine in the world, and the patrons clearly allow it. From a mechanics point of view, it is a problem, one that can be handled at the table level, just like the Hex+Bag-o-rats that everyone was up in arms about a short while back, and probably much longer before that. There is also the more general in-between point of view, where it is a story informed by the mechanics, to which my response would be the same as if it was just mechanics. It is literally as easy as saying "Please don't do that". Alternatively, since they have so much healing, you could ask permission to boost the difficulty of the things they are getting ready to fight. I also mentioned earlier that an NPC Warlock could use the spell to keep their minions healed, so if the players are going to pull that sort of trick because "The story allows it", they better be ready for someone else in the story to do the same. With their permission of course, I wouldn't just jump this on them to be petty. If I ask to increase the difficulty, and they say no, I guess they want a cake-walk. [/QUOTE]
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