Warlocks...how do they play?

At levels that low, I have to concur that Warlocks are boring, though the UMD does mean that if they have access to markets where wands or scrolls can be bought they're good emergency-backup casters. My 5th-level Warlock was never without a wand or two of Cure Light Wounds, which with his maxed-out UMD and decent CHA score he could always use at will (taking advantage of the ability to take 10 on the check under any circumstance).

Once the Warlock starts getting access to his Lesser Invocations, though, things can become a bit more interesting. Personally, I've never understood how people seem to constantly harp on Fell Flight as the best one to take at 6th; for me it's all about Flee the Scene- I mean really, Dimension Door (admittedly, short-range) at will, and you can even take other people with you? Explain to me how this does not help the party! And then allow me to prove you wrong by pointing you to the Story Hour forum to hunt up JollyDoc's Age of Worms, which features a Warlock PC played from about 8th level all the way to the end.

For me, Warlocks really start coming into their own at that level- sure, they have few tricks, but if you pick the right tricks they're a serious force to be reckoned with- and a real "blast" to play (pardon the pun).
 

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I think playing a warlock once could be a lot of fun. My problem is that the WOTC has released precious few invocations for them, so the choices between two different warlocks get pretty stale. But on the other hand I recognize that making an invocation is tricky business, at will abilities are always powerful.
 

Without magic items semi commonly available for sale, the warlock takes a hit in the pull his own weight department since several things he cannot do in the blaster / sneaker party slot on his own are easily relieved with a selection of scrolls and wands. But when normal casters did not have the option to buy, oh say a wand of shatter or a staff of fire, that makes the warlock stronger because his unlimited uses of those abilities now shine even greater. Also since the setting has less magic to go around, fewer places will have counter measures to deal with warlock abilities. If in a setting, an important countermeasure to invisibility is it only lasts so long and a caster can only cast it so often, the warlock gets around that.

If the players advance slower than normal, that makes the warlock much stronger. In games that will run for a while, spell casters have to ration their wands and charged items, since they will be at a power level where their wands are still modestly useful for a while. With the default advancement rate, a caster has to really try to burn through wands [other than Cure wands] to run out before the wand is too weak in comparison to the challenges being faced. The warlock does no have to do this rationing.

13.5 encounters a level was the default assumption for 3e. That means if you uses a wand once an encounter, it might last for 4 levels and most likely not be that useful by that time. Using it twice an encounter means that it lasts for two levels and by then trading in might have been sounding like a godd idea anyhow. Using it every round [typicly 3.5 rounds for how 3E combat goes] means that one level later the wand is used up, costly, but thanks to the power increase the loot has been coming in hand over fist so it was worth it. This speed of usage means a warlock’s ‘unlimited’ usage of blasts and invocations does not outshine the normal casters.

In a game with slower advancement however, treasure also comes at a slower pace, burning through a wand in less than a level will seriously crimp the characters cash flow, the warlock in this situation has a serious advantage.
 

I like the warlock. It's not overpowered but it's a rare warlock who is completely unable to be useful in a situation. They the all around "2nd-best" class. By that I mean a warlock can be a decent backup caster, backup healer, backup face, etc, etc. I liken them to a bard that keeps his mouth shut and their magical augmentations to themselves.

Warlocks are great for anyone who wants to play a caster but isn't really up to balancing daily spell selections, limiting their spell usage, or managing spellbooks. Warlocks also have enough hit points and AC to survive the occasional bad tactical decision. Oh, how I wish the warlock was around years ago for some of the people I played with, the ones who found ways to memorize completely useless spells or who would blow their biggest spells while fighting kobolds.

The warlock is not mechanically inclined to being the "star" character the way a barbarian blitzkrieger or a sorceror blaster can be, but I really doubt that a warlock character will ever be considered useless or ineffective.
 

Warlock is a great "no paperwork" magic user, as you don't have to keep track of spell slots, spells memorized, spell points, or anything resource based like that (with the exception of a 1/day fiendish resiliance, gained at higher levels). That makes me like it right there.
 

Particle_Man said:
Warlock is a great "no paperwork" magic user, as you don't have to keep track of spell slots, spells memorized, spell points, or anything resource based like that (with the exception of a 1/day fiendish resiliance, gained at higher levels). That makes me like it right there.
Oh, they are a very simple, the fun never ends untill you run out of HP class. They are what a Caster in Iron Heroes should have operated like.. if not for the setting's "Magic is too dangerous to rely on" mission statement.
 

I want to like the warlock, I really do. The idea of not having to track spells and even arrows seems cool, simplicity is usually better (especially in gaming). I tried playing a 1st-level warlock lately and it just wasn't very satisfying. I was wishing that I'd played a wizard or even a sorcerer by the end of the first session.

Connecting with a ranged touch attack isn't always as easy as it seems. And if you want to help your teammates out in a fight, your first two feats are basically gonna have to be Point Blank Shot and Precise Shot. No biggie so far, especially since you'll be getting so much mileage out of your eldritch blast anyway, right? But that eldritch blast isn't all that great a thing even at higher levels. The ability to (usually) only hit one target with it per round is a pretty big mitigating factor as comapred to, say, dropping an empowered fireball or a wall of ice. If I was to seriously consider playing a mid-level warlock, I'd be dropping a big chunk of my cash on wands and maybe a staff just to get more options.

On the other hand, getting to wear light armor and a bigger hit die are cool things. Maybe warlocks in 4E will be cooler.
 

Dykstrav said:
On the other hand, getting to wear light armor and a bigger hit die are cool things. Maybe warlocks in 4E will be cooler.

If you want Warlock 2.0, check out the Dragonfire Adept from Dragon Magic. They get a breath weapon instead of Eldritch Blast, so no need for PBP and Precise Shot. Also their Invocation list is a lot cleaner than the Warlock's. It lacks some of the neat tricks like UMD Skill Mastery, but overall it might be a less problamatic class.
 

Dykstrav said:
I want to like the warlock, I really do. The idea of not having to track spells and even arrows seems cool, simplicity is usually better (especially in gaming). I tried playing a 1st-level warlock lately and it just wasn't very satisfying. I was wishing that I'd played a wizard or even a sorcerer by the end of the first session.

Connecting with a ranged touch attack isn't always as easy as it seems. And if you want to help your teammates out in a fight, your first two feats are basically gonna have to be Point Blank Shot and Precise Shot. No biggie so far, especially since you'll be getting so much mileage out of your eldritch blast anyway, right? But that eldritch blast isn't all that great a thing even at higher levels. The ability to (usually) only hit one target with it per round is a pretty big mitigating factor as comapred to, say, dropping an empowered fireball or a wall of ice. If I was to seriously consider playing a mid-level warlock, I'd be dropping a big chunk of my cash on wands and maybe a staff just to get more options.

On the other hand, getting to wear light armor and a bigger hit die are cool things. Maybe warlocks in 4E will be cooler.
It's because the warlock isn't a caster type. It's an archer with cool powers.

frankthedm -> eldritch blasting an innocent child to remain a CG warlock seems a bit odd, eh? :)

A warlock is awesome, specially a fey-inspired one. Pick Point Blank Shot and Precise Shot to eliminate that pesky -4 for shooting into a melee, then pick Fey Heritage (+3 vs. enchantment), Fey Skin (DR vs. cold iron equal to 1+fey heritage feats, stacks with warlock DR) and Fey Lore (iirc... the one that gives you three spell-like abilities 1/day). For incantations, there's See The Unseen, Call of the Wild (speak with animals and wild empathy), Leaps & Bounds, Beguiling Influence... All in all, very cool.

As for those compalining that the warlock won't drop an Empowered Maximized fireball upon his foes... just get a scroll with an Empowered Maximized Fireball in it. Or get a Staff of Fire. At any rate, UMD is your passport to this.
 

Kurotowa said:
If you want Warlock 2.0, check out the Dragonfire Adept from Dragon Magic. They get a breath weapon instead of Eldritch Blast, so no need for PBP and Precise Shot. Also their Invocation list is a lot cleaner than the Warlock's. It lacks some of the neat tricks like UMD Skill Mastery, but overall it might be a less problamatic class.

At the very least it is a better mix of concept and abilities.
 

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