It doesn't look optional in the Wizard write-up in the PhB. Is it phrased that way elsewhere?That is one billion percent okay. In fact, the game has again not forced that on character for nigh on 20 years since Tome and Blood.
It doesn't look optional in the Wizard write-up in the PhB. Is it phrased that way elsewhere?That is one billion percent okay. In fact, the game has again not forced that on character for nigh on 20 years since Tome and Blood.
Core is the only part of D&D. Clearly.It doesn't look optional in the Wizard write-up in the PhB. Is it phrased that way elsewhere?
Yes it is a mechanical balance issue, in that part of the balancing mechanisms for these classes is that their actions are restricted by the choices they've made* in terms of who their deity/patron is and what said deity/patron expects of them in return for the powers granted.Abuse in what sense? It's a storytelling trope not a mechanical balance issue.
To me the player that abuses this is merely telling the DM they want the benefits without the drawbacks. Hell, as a player if I can gain benefits for my character without drawbacks I'll take 'em all day long; it's on the DM (or, in this case, the system) to fairly enforce the drawbacks as and when they arise.So the only thing a player who "abuses" this is doing is telling the DM what kind of story they want to have for their character. Maybe that story is "I love the Warlock mechanics but I don't really like the flavor of the character class" or maybe it's "I want to have a dustup with my Patron and have that be part of my story". Or maybe the player doesn't like the DM showing up as an NPC and telling them to go do something or else. It's not like the character's abilities are balanced by the DM having to have the patron show up every once in a while to slap the character around or something.
My brain was on 5e and I was thinking that was for a much older one (3? 3.5?).Core is the only part of D&D. Clearly.
And the literal book title in my post is invisible.
Question is, you say that spellbooks haven't been required since Tome and Blood but does something in an expansion book from one edition set a precedent for all future editions? What does 5e have to say on it, for example?Core is the only part of D&D. Clearly.
And the literal book title in my post is invisible.
You don't need a spell book to recover spells. However you must have a book to study to commit the spell to memory. That means no changing spells or learning new ones. You gain spells when you level, but they have to be written into your book first. You won't be able to cast any rituals you don't have committed to memory either, they normally require your spell book.Question is, you say that spellbooks haven't been required since Tome and Blood but does something in an expansion book from one edition set a precedent for all future editions? What does 5e have to say on it, for example?
I'm not sure I agree that Clerics and Warlocks are the top of the heap power wise, to warrant a "balancing mechanism". Paladins maybe. (Mostly joking on that last part).Yes it is a mechanical balance issue, in that part of the balancing mechanisms for these classes is that their actions are restricted by the choices they've made* in terms of who their deity/patron is and what said deity/patron expects of them in return for the powers granted.
Take away those restrictions and those classes become much more flexible in what they can do and how they do it, and thus more powerful.
* - and before someone raises the player-agency argument, note that by making these choices the player has voluntarily waived some agency by accepting the associated restrictions; thus this line of argument holds no water.
To me the player that abuses this is merely telling the DM they want the benefits without the drawbacks. Hell, as a player if I can gain benefits for my character without drawbacks I'll take 'em all day long; it's on the DM (or, in this case, the system) to fairly enforce the drawbacks as and when they arise.
There is an ambiguous overlap.However you must have a book to study to commit the spell to memory. That means no changing spells or learning new ones. You gain spells when you level, but they have to be written into your book first.