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General Tabletop Discussion
*Dungeons & Dragons
What if Warlocks were the only spellcasters?
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<blockquote data-quote="Bacon Bits" data-source="post: 8451916" data-attributes="member: 6777737"><p>Eh, I don't agree. I think there is an extremely cool and deeply thematic implementation of the warlock class, but I don't think that is what we actually got in 5e.</p><p></p><p>Simply put, rules as written, the warlock pact has <em>no teeth</em>. Your patron has <em>no</em> influence or control over you. Paladins have the "breaking your oath" sidebar. Warlocks don't. There are <em>no</em> penalties and <em>no </em>actual sacrifices that have to be made to be a warlock. A wizard's spellbook has more influence over their ability to access class abilities than a warlock's patron does. So there's all this deep narrative and stylistic theming around the class, but it just <em>looks</em> dark and brooding and grim. It really isn't. It's just a wizard with a flashy backstory. It says you've made a pact with a dangerous, otherworldly power, but the reality is that you have a bunch of abilities without any obligations at all. Maybe the layaway plan is very popular with cosmic powers in the Forgotten Realms, but it still doesn't make for a particularly interesting narrative.</p><p></p><p>The warlock as presented is a pizza cutter. All edge, no point. </p><p></p><p></p><p></p><p>My guess is that it would look a lot less like heroic fantasy and a lot more like swords & sorcery. A lot more like Conan, Call of Cthulu, or World of Darkness. Which is probably why in the games designed for those settings -- Conan 2d20, CoC, or Mage -- they have mechanics that enforce that using magic <em>actually is</em> dangerous.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8451916, member: 6777737"] Eh, I don't agree. I think there is an extremely cool and deeply thematic implementation of the warlock class, but I don't think that is what we actually got in 5e. Simply put, rules as written, the warlock pact has [I]no teeth[/I]. Your patron has [I]no[/I] influence or control over you. Paladins have the "breaking your oath" sidebar. Warlocks don't. There are [I]no[/I] penalties and [I]no [/I]actual sacrifices that have to be made to be a warlock. A wizard's spellbook has more influence over their ability to access class abilities than a warlock's patron does. So there's all this deep narrative and stylistic theming around the class, but it just [I]looks[/I] dark and brooding and grim. It really isn't. It's just a wizard with a flashy backstory. It says you've made a pact with a dangerous, otherworldly power, but the reality is that you have a bunch of abilities without any obligations at all. Maybe the layaway plan is very popular with cosmic powers in the Forgotten Realms, but it still doesn't make for a particularly interesting narrative. The warlock as presented is a pizza cutter. All edge, no point. My guess is that it would look a lot less like heroic fantasy and a lot more like swords & sorcery. A lot more like Conan, Call of Cthulu, or World of Darkness. Which is probably why in the games designed for those settings -- Conan 2d20, CoC, or Mage -- they have mechanics that enforce that using magic [I]actually is[/I] dangerous. [/QUOTE]
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What if Warlocks were the only spellcasters?
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