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General Tabletop Discussion
*Dungeons & Dragons
Warlock Maledictions
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<blockquote data-quote="Blue" data-source="post: 7517146" data-attributes="member: 20564"><p>Interesting. A good follow-up to your post from a few days ago about EB being so good it crowded out other options.</p><p></p><p>Let's start with I like it. So any problems I point out are just edge cases to be taken care of, not a criticism of the concept.</p><p></p><p>First, do you know all maledictions? You broken them out from Invocations so it's not from that pool (right?) but I don't see anything about picking or number known. If so, it's a big boost to Warlocks - freeing up invocations + lots more options > loss of +CHR damage on later EB beams.</p><p></p><p>If you get all at 2nd it also becomes a nice cherry pick for other classes that might get cantrips. I already see Warlock 1 getting picked up a lot for Hexblade. For classes that get other cantrip boosters adding this on top could be a real boon - not sure if it's overpowered.</p><p></p><p>On the other hand, if these Maledictions come out of Invocations they are weaker then before and it's a pretty serious nerf. Especially considering how few slots Warlocks get so how much cantrip time they spend.</p><p></p><p>You can apply multiple at once, right? So you can attack at a greater distance, push, and increase damage, all on the same cantrip.</p><p></p><p>Once per turn on your own turns is the debuff people are talking about, but also the debugff they aren't talking about when your cantrip damages outside your own turn. So Warcaster OAs no longer can push opponents away, a bit of a shame. </p><p></p><p>Create Bonfire initial damage in on your turn, but after that it's on other's turns so you can't take advantage of it - but not a big deal, since you couldn't before anyhow.</p><p></p><p>As I said, I like the concept. These are just some points to think about and may take some playtesting to tune.</p></blockquote><p></p>
[QUOTE="Blue, post: 7517146, member: 20564"] Interesting. A good follow-up to your post from a few days ago about EB being so good it crowded out other options. Let's start with I like it. So any problems I point out are just edge cases to be taken care of, not a criticism of the concept. First, do you know all maledictions? You broken them out from Invocations so it's not from that pool (right?) but I don't see anything about picking or number known. If so, it's a big boost to Warlocks - freeing up invocations + lots more options > loss of +CHR damage on later EB beams. If you get all at 2nd it also becomes a nice cherry pick for other classes that might get cantrips. I already see Warlock 1 getting picked up a lot for Hexblade. For classes that get other cantrip boosters adding this on top could be a real boon - not sure if it's overpowered. On the other hand, if these Maledictions come out of Invocations they are weaker then before and it's a pretty serious nerf. Especially considering how few slots Warlocks get so how much cantrip time they spend. You can apply multiple at once, right? So you can attack at a greater distance, push, and increase damage, all on the same cantrip. Once per turn on your own turns is the debuff people are talking about, but also the debugff they aren't talking about when your cantrip damages outside your own turn. So Warcaster OAs no longer can push opponents away, a bit of a shame. Create Bonfire initial damage in on your turn, but after that it's on other's turns so you can't take advantage of it - but not a big deal, since you couldn't before anyhow. As I said, I like the concept. These are just some points to think about and may take some playtesting to tune. [/QUOTE]
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