1720xx said:
I actually played one this weekend through the beginning of H1, It is a servicable class, and I like the at will and encounter aspects. That said i am a heavy Role player, and I miss certain spells and HATE that WOTC is telling me where to put my attributes while spanking me when i deviate from a pre prescribed build.
This I don't get.
I've been playing since late last year, and really love my star pact warlock. I chose to go star pact and really emphasize my charisma and constitution, to maximize the benefit I get out of my powers.
Except really, the only bonus I get is +3 or +4 to damage on some of my powers. And, as I've discovered, my skill use in some of my other stats is not as great as I'd like. And I can't qualify for some of the feats I'd like.
Seriously, given how much we've been using skills in our game, and how much I enjoy the non-combat parts of the system, I'm honestly wishing I'd done a different stat allocation: 14 13 13 13 13 13. Given my race (half-elf), that could have given me two 15s, a 14, and three 13s. Viewed differently, that's 3 stats at +2 and 3 at +1. My social skills would be a little behind the curve (only +2 total) but my athletic skills would be much improved from where they are now (-1). And, I'd be able to take all the feats.
I really don't see the concern about being forced into stats, since in my play experience, very high stats equate to relatively small bonuses to damage (compared from what they could be). At this point, I think that having a greater number of pluses to skills would have better served me over the life of my character.
Maybe the reason you're feeling bound to a "required" build is that you haven't taken the time to experiment outside the build.
Yes, certain stats are "required" to eke out every possible bonus to your character. But in my experience, the game is unlikely to penalize you significantly for deviating. In fact, you may find that there are rewards for giving yourself versatility, especially if you have a DM who is interested in Role Play and story over pure combat.
I must confess, in all fairness, that I have found a feat that works well for my character. Skill Training. I've now taken it for nearly every feat I've had.
And yes, my star pact warlock is the Diplomator. With his high charisma, diplomacy (and intimidate and bluff) training, half-elven bonuses, and beguiling tongue, he can be charming (or intimidating or . . . bluffing(?)) like no one's business. But it's also nice to be able to play up his background as an archaeologist (history and dungeoneering), raised on the streets of Sharn (streetwise).
Try varying out of the "forced" role and see what happens. I think you'll find that it's just as viable as the "suggested" builds.
--G