Outside really outlandish rituals that takes hours/days/years, they all take 5 to 10 minutes tops.
If you want to make short rest 15min so that it isn't a concerne for ritual casters then its fine, its the One hour time that is ridiculous and more off putting to people.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
I can get on-board with this logic. Either solution I think works fine be it shorter short rests to encourage players to actually use them or more spell slots with less short rests.
I can get on board with what you guys are saying, but keep in mind the 20th level feature, which this might make completely redundant instead of only slightly so.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
I can get on board with what you guys are saying, but keep in mind the 20th level feature, which this might make completely redundant instead of only slightly so.
Yes that is a very real potential issue. I will freely admit I've not had a warlock either that I play or DM make it to level 20 so we have not encountered that issue. I would probably just homebrew a cap on the amount of slots you recover with that feature. Or maybe let you recover a 6th level mystic arcanem once per day instead.
Don't forget though- Warlocks get, through their invocations, a number of at will abilities for level 1 and 2 spells. Factoring these into the calculation vs other casters considerably closes the gap when other casters are burning level 1 slots on Disguise Self for instance or the Wizard is burning 1-2 slots a day on mage armor not to mention ALWAYS having to have it prepared.
I do agree with you though that the vast majority of groups and DM's take at most 1 short rest in an adventuring day so usually I homebrew with my players or DM's that the Warlock gets an extra slot or two depending on how often we typically short rest.
Very much seems like a miss from a game design perspective to make so few player resources recharge on a short rest but then have an entire class be built and balanced around taking short rests.
I always felt like Warlocks should get a new spell slot whenever those slots went up a level. So when you unlock 3rd level spells/slots at player-level 5, you also unlock a new spell slot. Same at level 7 with 4th level and level 9 with 5th level, so that by level 9 a Warlock now has 5 5th level spell slots. Or at the very least, they should get their spells lots earlier in the game, rather than a 3rd slot at 11 and having to wait all the way until 17 to get their 4th and final slot.
I can get on board with what you guys are saying, but keep in mind the 20th level feature, which this might make completely redundant instead of only slightly so.
If you play a Full Warlock and never Multiclass.
Or if you don't Die before.
Or if your campaign/party even goes till lvl20...
Personnaly i've never saw a campaign go over lvl13, either half the group died, or the players just could'nt gather anymore for irl reasons, or they where bored out of the campaign and started a new one in a new setting at lvl6 or lvl9 to tpk at lvl14...
D&D isn't like a video game, where if you play enough, you will surely come this far into the game, D&D as more games that dies out at lvls 8-15, then anything else.
So personnaly the lvl 20 feature of the Warlock is total Meh imo.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
While I like the simplicity of what you say, that would front load way too much firepower at level 9. Consider that a wizard only has 1 5th level spell slot at level 9 and I just can't see justifying that many slots for Warlock at that level.
I could not disagree more about your assessment of lifedrinker. It's great. If you're using a weapon like a polearm with the corresponding feat or a double bladed scimitar, you're dealing 15 extra damage per turn. That's a good amount of added damage at level 12.
I could not disagree more about your assessment of lifedrinker. It's great. If you're using a weapon like a polearm with the corresponding feat or a double bladed scimitar, you're dealing 15 extra damage per turn. That's a good amount of added damage at level 12.
I think his point was that its something that would have been perfect at lvl9 or something, rather then at lvl12.
But yeah an +5dmg(+10) on each hit is not something to sneeze at
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
I could not disagree more about your assessment of lifedrinker. It's great. If you're using a weapon like a polearm with the corresponding feat or a double bladed scimitar, you're dealing 15 extra damage per turn. That's a good amount of added damage at level 12.
I think his point was that its something that would have been perfect at lvl9 or something, rather then at lvl12.
But yeah an +5dmg(+10) on each hit is not something to sneeze at
Yeah, that's what I'm saying. I think that Lifedrinker could have been a lot sooner, considering by the level you can get it eldritch blast has three rays, and you'll probably have Agonizing blast, which does the exact same thing you're showing above, but higher rolling damage and without the need to get Bladepact and Thirsting Blade. I think it could have been a lot better at 5th or 7th level.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
It may be 3x the slots but the Warlock will be out blasting the Wizard like crazy with 5 level 5 slots at level 9. When you consider that the invocations add alot of utility options, especially the ritual caster invocation, then Warlock would be severely outshining the wizard with that many slots. But it would be fun to play that's for sure :)
The Wizard will be outshined for like 2 or 3 lvls, once he has acces to lvl6 slots and other class features, and in the Long run a Wizard will always outhsine anyone in terms of spellslots.
It would be but a rough patch for the Wizard before things goes back to normal, but for the Warlock it would change his whole world.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Outside really outlandish rituals that takes hours/days/years, they all take 5 to 10 minutes tops.
If you want to make short rest 15min so that it isn't a concerne for ritual casters then its fine, its the One hour time that is ridiculous and more off putting to people.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
I can get on-board with this logic. Either solution I think works fine be it shorter short rests to encourage players to actually use them or more spell slots with less short rests.
I can get on board with what you guys are saying, but keep in mind the 20th level feature, which this might make completely redundant instead of only slightly so.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Yes that is a very real potential issue. I will freely admit I've not had a warlock either that I play or DM make it to level 20 so we have not encountered that issue. I would probably just homebrew a cap on the amount of slots you recover with that feature. Or maybe let you recover a 6th level mystic arcanem once per day instead.
I always felt like Warlocks should get a new spell slot whenever those slots went up a level. So when you unlock 3rd level spells/slots at player-level 5, you also unlock a new spell slot. Same at level 7 with 4th level and level 9 with 5th level, so that by level 9 a Warlock now has 5 5th level spell slots. Or at the very least, they should get their spells lots earlier in the game, rather than a 3rd slot at 11 and having to wait all the way until 17 to get their 4th and final slot.
If you play a Full Warlock and never Multiclass.
Or if you don't Die before.
Or if your campaign/party even goes till lvl20...
Personnaly i've never saw a campaign go over lvl13, either half the group died, or the players just could'nt gather anymore for irl reasons, or they where bored out of the campaign and started a new one in a new setting at lvl6 or lvl9 to tpk at lvl14...
D&D isn't like a video game, where if you play enough, you will surely come this far into the game, D&D as more games that dies out at lvls 8-15, then anything else.
So personnaly the lvl 20 feature of the Warlock is total Meh imo.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
While I like the simplicity of what you say, that would front load way too much firepower at level 9. Consider that a wizard only has 1 5th level spell slot at level 9 and I just can't see justifying that many slots for Warlock at that level.
An additional slots every 3 lvls for a warlock shouldn't be a huge issue.
Plus even if the Wiz only has ONE lvl5 slot, he's got 13 other spell slots when he's lvl9, wich is still 3x the amount of slots a Warlock would have.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
I could not disagree more about your assessment of lifedrinker. It's great. If you're using a weapon like a polearm with the corresponding feat or a double bladed scimitar, you're dealing 15 extra damage per turn. That's a good amount of added damage at level 12.
I think his point was that its something that would have been perfect at lvl9 or something, rather then at lvl12.
But yeah an +5dmg(+10) on each hit is not something to sneeze at
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Yeah, that's what I'm saying. I think that Lifedrinker could have been a lot sooner, considering by the level you can get it eldritch blast has three rays, and you'll probably have Agonizing blast, which does the exact same thing you're showing above, but higher rolling damage and without the need to get Bladepact and Thirsting Blade. I think it could have been a lot better at 5th or 7th level.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
It may be 3x the slots but the Warlock will be out blasting the Wizard like crazy with 5 level 5 slots at level 9. When you consider that the invocations add alot of utility options, especially the ritual caster invocation, then Warlock would be severely outshining the wizard with that many slots. But it would be fun to play that's for sure :)
The Wizard will be outshined for like 2 or 3 lvls, once he has acces to lvl6 slots and other class features, and in the Long run a Wizard will always outhsine anyone in terms of spellslots.
It would be but a rough patch for the Wizard before things goes back to normal, but for the Warlock it would change his whole world.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)