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General Tabletop Discussion
*Dungeons & Dragons
Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9859311" data-attributes="member: 710"><p>A Cleric or Paladin also gets their power from leveling up. In that regard, Clerics, Paladins and Warlocks are really the same.</p><p></p><p>The fluff might suggest they get their power from other sources, but deities, churches or patrons alike do not just hand you the power of a Level 20 Cleric ,Paladin or Warlock, regardless how well you follow their tenets or orders! </p><p></p><p>Balance-wise, these classes are not extra-powerful that they need to be reigned in with some roleplaying "your patron/god disapproves and takes your powers" (and that would be a bad idea, because it can be abused in either direction - the GM doesn't care and the player has an overpowered character that steals the spotlight from the rest, or the GM is punishing every slight transgression and the player should have played a Wizard, Barbarian or Rogue who would have no no such "powers granted by higher beings" narratives.)</p><p></p><p>One thing to consider is: The Warlock could have already done everything their patron wanted of them before play even begins. If you're the kind of DM that likes to take away player character powers, that's what my character's back story would be! Maybe I sold my soul (or that of my firstborn?), sold someone out, or knocked over a goat during the new moon, or freed a fairy from a tar pit. The character might be wondering what it was good for, or did something regretful, but the obligations for the pact itself are met.</p><p></p><p>If you want the Warlock's Patron to matter, integrate them in your story. Though make sure before that this is something the players or the party is even interested in.</p><p>Do not look at the player's character sheet or class description and think about what stuff you could take away. Instead, look at things that you could add. For example, tempt the player with in-game stuff to do the patron's bidding! </p><p></p><p>The Patron (possibly through intermediaries) might have the information they need, a magical item that woud benefit the player, their party or allies, lend help during an important fight or debate. </p><p>But the Patron need something in exchange. Say, when you defeat that Goblin trible that's bothering the village, knock the shaman or leader out or let them go, apply some arcane mark or perform a ritual with/on them. Make a report of what transpired in your talks with the duke to someone. Or maybe tell a lie to the duke, present false or misleading evidence.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9859311, member: 710"] A Cleric or Paladin also gets their power from leveling up. In that regard, Clerics, Paladins and Warlocks are really the same. The fluff might suggest they get their power from other sources, but deities, churches or patrons alike do not just hand you the power of a Level 20 Cleric ,Paladin or Warlock, regardless how well you follow their tenets or orders! Balance-wise, these classes are not extra-powerful that they need to be reigned in with some roleplaying "your patron/god disapproves and takes your powers" (and that would be a bad idea, because it can be abused in either direction - the GM doesn't care and the player has an overpowered character that steals the spotlight from the rest, or the GM is punishing every slight transgression and the player should have played a Wizard, Barbarian or Rogue who would have no no such "powers granted by higher beings" narratives.) One thing to consider is: The Warlock could have already done everything their patron wanted of them before play even begins. If you're the kind of DM that likes to take away player character powers, that's what my character's back story would be! Maybe I sold my soul (or that of my firstborn?), sold someone out, or knocked over a goat during the new moon, or freed a fairy from a tar pit. The character might be wondering what it was good for, or did something regretful, but the obligations for the pact itself are met. If you want the Warlock's Patron to matter, integrate them in your story. Though make sure before that this is something the players or the party is even interested in. Do not look at the player's character sheet or class description and think about what stuff you could take away. Instead, look at things that you could add. For example, tempt the player with in-game stuff to do the patron's bidding! The Patron (possibly through intermediaries) might have the information they need, a magical item that woud benefit the player, their party or allies, lend help during an important fight or debate. But the Patron need something in exchange. Say, when you defeat that Goblin trible that's bothering the village, knock the shaman or leader out or let them go, apply some arcane mark or perform a ritual with/on them. Make a report of what transpired in your talks with the duke to someone. Or maybe tell a lie to the duke, present false or misleading evidence. [/QUOTE]
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