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Warlocks or: What even is class fluff?
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8251279" data-attributes="member: 7023887"><p>This is one of the things I love about the Warlock so much. It's only real class identity that is true throughout the subclasses is that you got your magic through making a pact with an otherworldly being. The being can be otherworldly, as in literally from another world, or it can be otherworldly by just having more power than a being from this world probably should have access to. IMHO, some of the subclasses are actually too restricting in theme. The Celestial Patron is too "goody-two-shoes", even though there are plenty of deities, celestials, and divine entities that don't have any healing abilities. What if you want to play a Celestial Warlock who made a pact with an Archon or Paladin, who instead of using their divine power to heal others, they use it to smite and destroy the undead? The Hexblade Warlock is very specific to a certain type of powerful sentient weapon, the type connected to undead and cursing others. What about a Warlock that serves a sentient dwarven weapon who uses their magic to protect others? </p><p></p><p>Sorcerers are similar, especially the Divine Soul subclass. I tend to think of Sorcerers and Warlocks as not following the typical arcane magic, the classes can have a lot more diversity in their abilities than a Wizard, but are less versatile individually, choosing their niche early on and sticking to that one. </p><p></p><p>Class identity is loose, and for a good reason. It allows for much more customization and diversity in possible character archetypes than if the game were restricted to "Paladins are lawful-good, holy do-gooders" and "Rangers are Bow-and-Arrow woodsmen that hunt animals". Those themes and characters do have a place in their parent classes, but they don't deserve to take up all of the design space in the class. There's nothing wrong with having a War Domain Cleric in the same game as Paladin class, so long as you make sure to provide both fluff and mechanical reasons for both of them existing (in this case, War Clerics worship War deities or the concept of War, while Paladins swear an oath that they must uphold to gain their power. Paladin's power comes from themselves through their devotion to their tenets, while a Cleric's power comes from the divine entity that they worship).</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8251279, member: 7023887"] This is one of the things I love about the Warlock so much. It's only real class identity that is true throughout the subclasses is that you got your magic through making a pact with an otherworldly being. The being can be otherworldly, as in literally from another world, or it can be otherworldly by just having more power than a being from this world probably should have access to. IMHO, some of the subclasses are actually too restricting in theme. The Celestial Patron is too "goody-two-shoes", even though there are plenty of deities, celestials, and divine entities that don't have any healing abilities. What if you want to play a Celestial Warlock who made a pact with an Archon or Paladin, who instead of using their divine power to heal others, they use it to smite and destroy the undead? The Hexblade Warlock is very specific to a certain type of powerful sentient weapon, the type connected to undead and cursing others. What about a Warlock that serves a sentient dwarven weapon who uses their magic to protect others? Sorcerers are similar, especially the Divine Soul subclass. I tend to think of Sorcerers and Warlocks as not following the typical arcane magic, the classes can have a lot more diversity in their abilities than a Wizard, but are less versatile individually, choosing their niche early on and sticking to that one. Class identity is loose, and for a good reason. It allows for much more customization and diversity in possible character archetypes than if the game were restricted to "Paladins are lawful-good, holy do-gooders" and "Rangers are Bow-and-Arrow woodsmen that hunt animals". Those themes and characters do have a place in their parent classes, but they don't deserve to take up all of the design space in the class. There's nothing wrong with having a War Domain Cleric in the same game as Paladin class, so long as you make sure to provide both fluff and mechanical reasons for both of them existing (in this case, War Clerics worship War deities or the concept of War, while Paladins swear an oath that they must uphold to gain their power. Paladin's power comes from themselves through their devotion to their tenets, while a Cleric's power comes from the divine entity that they worship). [/QUOTE]
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