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What’s the difference between sorcerers, warlocks, and wizards?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9742899" data-attributes="member: 6790260"><p>Not in D&D. Your framing, incidentally, biases things inherently. Why would pacts be "cheat codes"? Why wouldn't they be, say, <em>carte blanche</em>, or stuff too hot to handle (which is the analogy I used)? You're inherently twisting it so the only story you permit is the one that makes you right and everyone else wrong. <em>There are other stories we can tell</em>. WotC chose a different one. You don't like the one they chose. That's not the same as saying that it's <em>bad</em> that they chose it!</p><p></p><p></p><p>No? Why would it?</p><p></p><p>Do dragons work that way? Do angels work that way? Do <em>demons</em> work that way?</p><p></p><p>Now you're just literally inventing things without basis.</p><p></p><p></p><p>Uh....no?</p><p></p><p>How...do you think divine magic works...?</p><p></p><p>Because, as a religious person myself, no. That's nothing like how <em>reverence and transcendental experience</em> work. Like, at all. Not even a little bit.</p><p></p><p></p><p>I mean, I have very literally argued--I'm pretty sure <em>to you personally</em>--that the Sorcerer we got sucked, and that the playtest Sorcerer was awesome. It had this whole thematics of being dual-souled, of having a constant tug-of-war battle between their mortal soul and their arcane one, with the distant but theoretical threat of the latter consuming the former, leaving them a twisted monster forever. Unleashing their magic power (which, in this context, was specifically spell points, so they did in fact access their power <em>differently</em> compared to Wizards) literally was <em>taking off the leash</em>, allowing their arcane soul to physically manifest in the world.</p><p></p><p>It was cool as naughty word, GENUINELY completely different from Wizards, nothing to do with metamagic, everything to do with an evolving playstyle across the course of each day. The possibilities of what <em>other</em> sorcerous souls could produce--what would a storm soul do? A shadow soul? A celestial soul?--were incredibly tantalizing.</p><p></p><p>But nope. Welcome to 5th edition, the place where creative game design went to die. Everything had to be """traditional"""--and by "traditional" I of course mean "like 3.5e as much as possible while paying lip service to the fact that it's known to have problems."</p><p></p><p>If you want to be mad, don't be mad at me for saying Sorcerers and Warlocks are cool. Be mad at WotC for caving to peer pressure at a moment's notice when they should have given even <em>one single attempt</em> to address the concerns and create something people could get behind.</p><p></p><p>But they didn't. They surrendered instantly, because 5e was <em>all about</em> surrendering to haters, and now we're stuck with dull, boring, flavorless crap.</p><p></p><p>Congratulations on winning the edition war. I'm sure your winnings must be ever so sweet.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9742899, member: 6790260"] Not in D&D. Your framing, incidentally, biases things inherently. Why would pacts be "cheat codes"? Why wouldn't they be, say, [I]carte blanche[/I], or stuff too hot to handle (which is the analogy I used)? You're inherently twisting it so the only story you permit is the one that makes you right and everyone else wrong. [I]There are other stories we can tell[/I]. WotC chose a different one. You don't like the one they chose. That's not the same as saying that it's [I]bad[/I] that they chose it! No? Why would it? Do dragons work that way? Do angels work that way? Do [I]demons[/I] work that way? Now you're just literally inventing things without basis. Uh....no? How...do you think divine magic works...? Because, as a religious person myself, no. That's nothing like how [I]reverence and transcendental experience[/I] work. Like, at all. Not even a little bit. I mean, I have very literally argued--I'm pretty sure [I]to you personally[/I]--that the Sorcerer we got sucked, and that the playtest Sorcerer was awesome. It had this whole thematics of being dual-souled, of having a constant tug-of-war battle between their mortal soul and their arcane one, with the distant but theoretical threat of the latter consuming the former, leaving them a twisted monster forever. Unleashing their magic power (which, in this context, was specifically spell points, so they did in fact access their power [I]differently[/I] compared to Wizards) literally was [I]taking off the leash[/I], allowing their arcane soul to physically manifest in the world. It was cool as naughty word, GENUINELY completely different from Wizards, nothing to do with metamagic, everything to do with an evolving playstyle across the course of each day. The possibilities of what [I]other[/I] sorcerous souls could produce--what would a storm soul do? A shadow soul? A celestial soul?--were incredibly tantalizing. But nope. Welcome to 5th edition, the place where creative game design went to die. Everything had to be """traditional"""--and by "traditional" I of course mean "like 3.5e as much as possible while paying lip service to the fact that it's known to have problems." If you want to be mad, don't be mad at me for saying Sorcerers and Warlocks are cool. Be mad at WotC for caving to peer pressure at a moment's notice when they should have given even [I]one single attempt[/I] to address the concerns and create something people could get behind. But they didn't. They surrendered instantly, because 5e was [I]all about[/I] surrendering to haters, and now we're stuck with dull, boring, flavorless crap. Congratulations on winning the edition war. I'm sure your winnings must be ever so sweet. [/QUOTE]
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