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Warlocks and high level play
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<blockquote data-quote="Kobold Stew" data-source="post: 6699471" data-attributes="member: 23484"><p>For me it's not the number of slots, but the lack of variability over the course of a campaign. I'm fine having one 6th-level spell a day (and so on); the issue is that once chosen, the spell cannot be tailored to the adventure or the campaign; there is nothing tactical about it. </p><p></p><p>And so, for example, for 7th level arcanum I would either ALWAYS take Plane Shift (I like the thought of multi planar adventures; it has utility and offensive uses; etc.), or else NEVER take Plane Shift (because there's a cleric in the party who can cast it whenever there is need for the utility). </p><p></p><p>If it were possible to make substitutions when you level up (or when you gain a new Arcanum, or whatever), there would be some resilience there. Without that, I take a spell that is either situationally useful (and so desirable, because it's the sort of game I want) or else COMPLETELY REDUNDANT since a cleric or wizard in the part has it trivially, as desired.</p><p></p><p>That's my trouble with Warlocks -- not on the scale of the spells/day, or the utility of a given adventure, but over the course of a campaign.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6699471, member: 23484"] For me it's not the number of slots, but the lack of variability over the course of a campaign. I'm fine having one 6th-level spell a day (and so on); the issue is that once chosen, the spell cannot be tailored to the adventure or the campaign; there is nothing tactical about it. And so, for example, for 7th level arcanum I would either ALWAYS take Plane Shift (I like the thought of multi planar adventures; it has utility and offensive uses; etc.), or else NEVER take Plane Shift (because there's a cleric in the party who can cast it whenever there is need for the utility). If it were possible to make substitutions when you level up (or when you gain a new Arcanum, or whatever), there would be some resilience there. Without that, I take a spell that is either situationally useful (and so desirable, because it's the sort of game I want) or else COMPLETELY REDUNDANT since a cleric or wizard in the part has it trivially, as desired. That's my trouble with Warlocks -- not on the scale of the spells/day, or the utility of a given adventure, but over the course of a campaign. [/QUOTE]
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