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General Tabletop Discussion
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What if Warlocks were the only spellcasters?
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<blockquote data-quote="DEFCON 1" data-source="post: 8451409" data-attributes="member: 7006"><p>If magic is as common as it is in regular D&D... then the only reason to have only the warlock class is to have all spellcasters be on the "short rest" schedule. If that's what the OP wants, then that's fine. Use the mechanics of the warlock class so that they all work on short rests... but then the players can refluff their character's magic into all the standard class reasons for having magic. You have "druids" and "bards" and "clerics" and "wizards" as normal, but their mechanics are all the warlock chassis.</p><p></p><p>But it didn't sound like that was what they were going for. It sounded like they wanted pact magic to be the only way to acquire magic in this world. And from my perspective if that is indeed the case... to make magic STILL as commonplace as it is in D&D but only using the Warlock chassis is just pigeonholing class selection for no real gain. If magic is widespread but only gained through pacts... you might as well just let players select any of the classes in the game and just then refluff them as all being deals with other creatures. If you make a Cleric, then you've "made a pact with a celestial being" and that's why you have magic. If you make a Storm Sorcerer, then you've "made a pact with a storm giant" and that's why you have magic. If you make a Sun Soul Monk, then you've "made a pact with a coatl" and that's why you have magic. If you make a Divination Wizard, then you've "made a pact with a chrono-elemental" and that's why you have magic.</p><p></p><p>Making pacts to gain access to magic can be a thematic story for your setting and game world that doesn't require only using the Warlock class. You can just insert that story into all the classes, and thus the magic can be a widespread as it normally is in regular D&D.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8451409, member: 7006"] If magic is as common as it is in regular D&D... then the only reason to have only the warlock class is to have all spellcasters be on the "short rest" schedule. If that's what the OP wants, then that's fine. Use the mechanics of the warlock class so that they all work on short rests... but then the players can refluff their character's magic into all the standard class reasons for having magic. You have "druids" and "bards" and "clerics" and "wizards" as normal, but their mechanics are all the warlock chassis. But it didn't sound like that was what they were going for. It sounded like they wanted pact magic to be the only way to acquire magic in this world. And from my perspective if that is indeed the case... to make magic STILL as commonplace as it is in D&D but only using the Warlock chassis is just pigeonholing class selection for no real gain. If magic is widespread but only gained through pacts... you might as well just let players select any of the classes in the game and just then refluff them as all being deals with other creatures. If you make a Cleric, then you've "made a pact with a celestial being" and that's why you have magic. If you make a Storm Sorcerer, then you've "made a pact with a storm giant" and that's why you have magic. If you make a Sun Soul Monk, then you've "made a pact with a coatl" and that's why you have magic. If you make a Divination Wizard, then you've "made a pact with a chrono-elemental" and that's why you have magic. Making pacts to gain access to magic can be a thematic story for your setting and game world that doesn't require only using the Warlock class. You can just insert that story into all the classes, and thus the magic can be a widespread as it normally is in regular D&D. [/QUOTE]
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What if Warlocks were the only spellcasters?
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