D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?


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Are there really that many now? I dont think it would be insurmountable but I guess I'll have to look after the gym.
Limited to only 5.5e, there are currently only four since...we haven't gotten any more books yet.

With 5.0, though, there were nine. That's rather a lot to ask development for, I'd say.
 


So - to me, for how I DM. The Warlock's pact is a story-driven difference between it and other arcane classes. Other, externally driven classes (cleric), indeed do require external inputs.. however, running off established theological principles and gods (which aren't expected to form a personalized pact or speak directly to the PC) just play out much easier or more naturally from the DM side of things. As for how I DM these by-case Warlock characters.. if the player wants to explore their patron, and gets a high level feature to do it, I'm not going to say "jokes on you, the patron says nothing"... it may be funny but it also seems lazy.
I mean, I have way more trouble shoehorning clerics into my more defined settings than warlocks, but that's because classic D&D henotheism is the worst.
 

Again, evenly enough for me. I see no reason why every class should be evenly distributed across all three pillars, and any pain points that do exist are small enough to fix with 3pp or homebrew IMO.
Not good enough for me.

I prefer balance across all pillars of gameplay so I can run any type of game without fudging. From intrigue to war to hack and slash to survival to mystery.

I want warlock, wizard, and sorcerer to play different in different pillars so the class choice is meaningful.
 

Listen closely.

A5e is 5e based. Therefore its base is too skewed to balance across pillars equally.
If A5e wasn't 5e based, it wouldn't be backwards compatible enough to entice some 5e players into giving it a try and maybe even liking it better.

Again, evenly enough for me. I see no reason why every class should be evenly distributed across all three pillars, and any pain points that do exist are small enough to fix with 3pp or homebrew IMO.
If an A5e Fighter has features that cover Exploration and Social Interaction as well as Combat, isn't that better than having them focusing on just one pillar?
 

Not good enough for me.

I prefer balance across all pillars of gameplay so I can run any type of game without fudging. From intrigue to war to hack and slash to survival to mystery.

I want warlock, wizard, and sorcerer to play different in different pillars so the class choice is meaningful.
But...they do. Have you read the classes in A5e?
 



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