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<blockquote data-quote="Zorku" data-source="post: 6784031" data-attributes="member: 6799940"><p>The most recent time I was able to find it made it look like the most extreme position he was taking was "the book doesn't specify one way or the other."</p><p></p><p></p><p>Running out of arrows is irrelevant. </p><p></p><p>I mean yeah, the number of arrows somebody has is a real number that plenty of people actually pay attention to, but the mechanisms for balance that the devs used and shared in the DMG don't care about combat lasting more than three rounds and only expect you to go maybe two combats before you get a chance to scoop up your ammunition. In some weird edge cases a DM can make this into a big problem for a character, but it's not meant to be a constant issue. Cantrips and weapons aren't completely identical, but they're clearly meant to follow the same progression.</p><p></p><p>So that leaves you with a good point about superiority dice being a resource that can easily be depleted, but I think that was the wrong approach in the first place. If you're looking at special effects on basic attacks then we should really be talking about feats. The caster classes all get just enough ability score improvements that they should be actually spending most of them on abilities, whereas the weapon fighter types get enough to pick up a fair number of feats that will impact their attacks. Something like the charger feat is going to have a very similar impact in terms of pushing enemies around, especially at levels more commonly played.</p><p></p><p>Also the grappler feat (as intended instead of referring to a non-existent rule) and something like mobile allow a rogue that so desires to dragon two opponents their full move speed each turn (cunning action to dash and negate the movement penalty.) If we're talking about level 17 then of course the rogue can fly, and with expertise in athletics they will never fail the contested checks, so there's a significantly greater total distance they can move enemies around and/or drop them down pits, except in weird cases of enemies lining up on a ledge for the warlock firing squad.</p><p></p><p>With those examples in mind the only remaining concern ought to be to the tune of "the warlock does this from range where both of those examples are melee," but that's pretty much what the casting classes always get in exchange for being less durable if they do end up in melee.</p><p>And since I'm talking to you I want to again emphasize that these examples are not completely identical, but have the similarity of not using exhaustible resources, and moving enemies where you want them. </p><p></p><p>Personally I think the Warlock method is easier to use and a bit more versatile, but I'd agree with your earlier hypothetical of the class being a bit of a one trick pony. Even if you match the DMG suggested encounters and rests per day they're still working with about half the spells of other pure casters and you can expect a large portion of those to go to either utility or just hexing as hard as they can until their concentration breaks. Or put another way- they don't heal and can't cast fireball.</p></blockquote><p></p>
[QUOTE="Zorku, post: 6784031, member: 6799940"] The most recent time I was able to find it made it look like the most extreme position he was taking was "the book doesn't specify one way or the other." Running out of arrows is irrelevant. I mean yeah, the number of arrows somebody has is a real number that plenty of people actually pay attention to, but the mechanisms for balance that the devs used and shared in the DMG don't care about combat lasting more than three rounds and only expect you to go maybe two combats before you get a chance to scoop up your ammunition. In some weird edge cases a DM can make this into a big problem for a character, but it's not meant to be a constant issue. Cantrips and weapons aren't completely identical, but they're clearly meant to follow the same progression. So that leaves you with a good point about superiority dice being a resource that can easily be depleted, but I think that was the wrong approach in the first place. If you're looking at special effects on basic attacks then we should really be talking about feats. The caster classes all get just enough ability score improvements that they should be actually spending most of them on abilities, whereas the weapon fighter types get enough to pick up a fair number of feats that will impact their attacks. Something like the charger feat is going to have a very similar impact in terms of pushing enemies around, especially at levels more commonly played. Also the grappler feat (as intended instead of referring to a non-existent rule) and something like mobile allow a rogue that so desires to dragon two opponents their full move speed each turn (cunning action to dash and negate the movement penalty.) If we're talking about level 17 then of course the rogue can fly, and with expertise in athletics they will never fail the contested checks, so there's a significantly greater total distance they can move enemies around and/or drop them down pits, except in weird cases of enemies lining up on a ledge for the warlock firing squad. With those examples in mind the only remaining concern ought to be to the tune of "the warlock does this from range where both of those examples are melee," but that's pretty much what the casting classes always get in exchange for being less durable if they do end up in melee. And since I'm talking to you I want to again emphasize that these examples are not completely identical, but have the similarity of not using exhaustible resources, and moving enemies where you want them. Personally I think the Warlock method is easier to use and a bit more versatile, but I'd agree with your earlier hypothetical of the class being a bit of a one trick pony. Even if you match the DMG suggested encounters and rests per day they're still working with about half the spells of other pure casters and you can expect a large portion of those to go to either utility or just hexing as hard as they can until their concentration breaks. Or put another way- they don't heal and can't cast fireball. [/QUOTE]
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