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<blockquote data-quote="Lanliss" data-source="post: 7712816" data-attributes="member: 6801219"><p>While it is generally a good idea to have different classes be different, I do not consider that as a requirement that Warlocks be Evil, or even that sketchy. What I meant by them being the same is that they both gain powers from an extra-dimensional being of great power. I don't understand why one type of extra-dimensional being gets considered as evil, or at least "not good", just because people have to actually earn the powers, rather than be chosen as a champion for free. I don't like any of the "Monster X(Devils, Fiends, Angels, Monstrosities) is always alignment Y", so I ignore them. I wouldn't say all of my fiends are good, but at least one is, and most of them are Neutral based on how often they devote their energy to saving the world.</p><p></p><p>As for how I plan to change them, it will still be different from the warlock. Short rest recharge, very few abilities in the Base class, most of the abilities in the Domains. Plus the Domain locked "Invocations", a few of which will be "Cast (spell) from your Domain list at will without using a spell slot", so a Cleric of Tempest Domain is always a Tempest cleric, and not only when they have a spell slot to spare on their Domain spell.</p><p></p><p>I have not played a Cleric yet, not because I hate them but because I have not found a character who actually fits the story of a cleric. My main issue is with the limited number of changes a Domain makes to your character, and the fact that the most defining part of the domain is limited in power by the spell slot system. I am sure I will one of these days, but as is I cannot get excited about any of the mechanics or story of clerics. </p><p></p><p>As far as the Rats/Potions dilemma, I honestly don't understand how it isn't a table issue. If a table considers it a problem, they can stop it as needed. That leaves tables that don't see it as a problem able to play it as is. It isn't a rules failure, it is a simple fact that some tables will view it differently. I don't consider it a "problem", until my players spend an entire session doing it, and that gives enemies plenty of time to do the same, or to finish their goals of world domination. They are productive villains, so they would probably go for world domination. So, when my players wander out of the woods, loaded down with their 50 2d4+2 potions, they can use them while fighting the Infinite Army of Chaos, which has invaded and conquered the world.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7712816, member: 6801219"] While it is generally a good idea to have different classes be different, I do not consider that as a requirement that Warlocks be Evil, or even that sketchy. What I meant by them being the same is that they both gain powers from an extra-dimensional being of great power. I don't understand why one type of extra-dimensional being gets considered as evil, or at least "not good", just because people have to actually earn the powers, rather than be chosen as a champion for free. I don't like any of the "Monster X(Devils, Fiends, Angels, Monstrosities) is always alignment Y", so I ignore them. I wouldn't say all of my fiends are good, but at least one is, and most of them are Neutral based on how often they devote their energy to saving the world. As for how I plan to change them, it will still be different from the warlock. Short rest recharge, very few abilities in the Base class, most of the abilities in the Domains. Plus the Domain locked "Invocations", a few of which will be "Cast (spell) from your Domain list at will without using a spell slot", so a Cleric of Tempest Domain is always a Tempest cleric, and not only when they have a spell slot to spare on their Domain spell. I have not played a Cleric yet, not because I hate them but because I have not found a character who actually fits the story of a cleric. My main issue is with the limited number of changes a Domain makes to your character, and the fact that the most defining part of the domain is limited in power by the spell slot system. I am sure I will one of these days, but as is I cannot get excited about any of the mechanics or story of clerics. As far as the Rats/Potions dilemma, I honestly don't understand how it isn't a table issue. If a table considers it a problem, they can stop it as needed. That leaves tables that don't see it as a problem able to play it as is. It isn't a rules failure, it is a simple fact that some tables will view it differently. I don't consider it a "problem", until my players spend an entire session doing it, and that gives enemies plenty of time to do the same, or to finish their goals of world domination. They are productive villains, so they would probably go for world domination. So, when my players wander out of the woods, loaded down with their 50 2d4+2 potions, they can use them while fighting the Infinite Army of Chaos, which has invaded and conquered the world. [/QUOTE]
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