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General Tabletop Discussion
*Dungeons & Dragons
Warlocks seem pointless
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<blockquote data-quote="AmerginLiath" data-source="post: 6480731" data-attributes="member: 777"><p>It was never about "new" players, it was always about those players who preferred different sorts of resource management. The problem with magic-users from Day One in D&D has been that they've always required a large amount of paperwork in playing. Spontaneous casting with a shorter spell list in 3.x helped somewhat, but the Warlock as introduced in Complete Arcane was fascinating in being a new take entirely on the D&D magic ethos. It was clearly a first draft of sorts (with 4th edition's being a second draft standardized for the AEDU style and 5th edition being a nice synthesis of the two), but it worked as a great breath of fresh air for those of us who were busy with swathes of overtime and family responsibilities, yet were still juggling huge spell lists come game time because we wanted to play spellcasters.</p><p></p><p>As for the Eldritch Blast issue, I'm glad that it's an option rather than a feature. Frankly, especially for a spellcaster, not everyone wants to be a blaster/striker. I'm reminded of that beautiful moment during the playtest when a single version of the documents had Sneak Attack as an option for the Rogue (that could be chosen or substituted for other things). For a brief shining moment, my mind flooded with images of rogues that I could play – until the next iteration hardwired Sneak Attack as the core of the class again and I gave up on ever playing a rogue. Some of us don't want to be main-combat characters unless we're playing fighter-types. I once took pride in a 3.5 bard whose utility as a buffer was such that it took him 14 levels to even draw a weapon (and then only to flank/aid another). Eldritch Blast is fine if you NEED to be doing damage, but that's taking away from actually-interesting abilities and any actions you spend doing damage is opportunity cost in time & action lost from doing actions of things that are actually cool...</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6480731, member: 777"] It was never about "new" players, it was always about those players who preferred different sorts of resource management. The problem with magic-users from Day One in D&D has been that they've always required a large amount of paperwork in playing. Spontaneous casting with a shorter spell list in 3.x helped somewhat, but the Warlock as introduced in Complete Arcane was fascinating in being a new take entirely on the D&D magic ethos. It was clearly a first draft of sorts (with 4th edition's being a second draft standardized for the AEDU style and 5th edition being a nice synthesis of the two), but it worked as a great breath of fresh air for those of us who were busy with swathes of overtime and family responsibilities, yet were still juggling huge spell lists come game time because we wanted to play spellcasters. As for the Eldritch Blast issue, I'm glad that it's an option rather than a feature. Frankly, especially for a spellcaster, not everyone wants to be a blaster/striker. I'm reminded of that beautiful moment during the playtest when a single version of the documents had Sneak Attack as an option for the Rogue (that could be chosen or substituted for other things). For a brief shining moment, my mind flooded with images of rogues that I could play – until the next iteration hardwired Sneak Attack as the core of the class again and I gave up on ever playing a rogue. Some of us don't want to be main-combat characters unless we're playing fighter-types. I once took pride in a 3.5 bard whose utility as a buffer was such that it took him 14 levels to even draw a weapon (and then only to flank/aid another). Eldritch Blast is fine if you NEED to be doing damage, but that's taking away from actually-interesting abilities and any actions you spend doing damage is opportunity cost in time & action lost from doing actions of things that are actually cool... [/QUOTE]
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