I recently discovered how much the Ignore feature can improve quality of life. Generally speaking, I would recommend utilizing this option too for users that make little to no positive contributions to discussions.
It really isn't that hard to disagree with someone civilly and respectfully; It is depressing when people consistently fail miserably at doing that.
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Random interjection here, but given the new association of casting ability with Pact choice, which two casting abilities would be the most thematically appropriate for Pact of the Talisman? Maybe make it Intelligence and Charisma like Pact of the Chain? - Intelligence to reflect the idea that you made the talisman yourself using the eldritch secrets you unlocked , Charisma to reflect the idea that your patron gifted you this minor artifact
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Or only have some minor features recharge on short rest, maybe with initiative rolls at mid to high levels. Sorcerers still get some sorcery points back, for example. The Warlock's issue was the major class feature was returned on a short rest, and it was one of the most limited resources in the game on top of it. A Cleric not having a chance to recharge channel divinity isn't as much of a detriment as a Warlock not being able to recharge their spells.
I was supposed to quote a post with this....Sorry Kaynadin.
A cleric sure, but a monk needs ki points(which maybe they change to a daily mechanic)a battle master fighter without maneuvers is just a dude swinging a sword, rune knights rune effects are on a short rest as well etc. There are very significant class features across a decent number of classes that are short rest based in the game.
Fully leveled up spells may be more significant, but as Saga pointed once either group is out it puts the warlock in the same boat as the monk/fighter without their resources, a basic damage dealer. Fighter will probably do more damage but the warlock will likely add some battlefield control effects in as well.
At level 15 a battlemaster with no maneuver dice gets one back if initiative is rolled, and the current capstone on the monk is to get 4 ki points whenever initiative is rolled. That will likely become level 18 for the monk, and in addition they get ki points equal to their level to begin with. The new sorcerer gets 4 sorcery points whenever initiative is rolled at lvl 15, and the Barbarian gets something similar with rages per day. If pact magic gets kept, I could easily see at a lower level (maybe 7) implementing something similar on a Warlock, with a boost at level 15. Say, at level 7, get one pact slot whenever initiative is rolled if you have none remaining, and at level 15 regain one when initiative is rolled if you have less than the maximum. The designers are free to modify that if they choose to take a look at it.
Those are at 15th level, features like that need to be in before the last 1/4 of the game, the last 1/4 that most tables seem not to see.(though hopefully they change classes enough end game looks attractive). Like I said roll a warlocks eldritch master down to 5th level. I don't think you'd need more than that but sure give a pact slot when initiative is rolled at level 15 or whatever as well.
Speaking of Hex Master, I noticed that the changes to Hex make the move to half casting WORSE. Hex used to scale without needing a higher spell level - now, the Warlock is forced to use their highest level spell slot for Hex to be relevant, and in ways that (I know there is another class with a spell that adds a die of damage to each attack...) the Ranger is not forced to do. The Ranger can use a first level spell and get an additional die per attack, but for the Warlock to get 3 extra dice (something a Ranger can do with a 1st level spell slot at level 5 if they use Two Weapon Fighting) they need to be level 17, or burn a Mystic Arcanum choice to do so earlier, with the earliest possible level being level 9.
Random interjection here, but given the new association of casting ability with Pact choice, which two casting abilities would be the most thematically appropriate for Pact of the Talisman? Maybe make it Intelligence and Charisma like Pact of the Chain? - Intelligence to reflect the idea that you made the talisman yourself using the eldritch secrets you unlocked , Charisma to reflect the idea that your patron gifted you this minor artifact
Personally, I think all the choices should be Charisma and one other statistic. Charisma or Intelligence for Tome, Charisma or Wisdom for Chain, Charisma or Wisdom for Blade, and then Charisma or Intelligence for Talisman.
Random interjection here, but given the new association of casting ability with Pact choice, which two casting abilities would be the most thematically appropriate for Pact of the Talisman? Maybe make it Intelligence and Charisma like Pact of the Chain? - Intelligence to reflect the idea that you made the talisman yourself using the eldritch secrets you unlocked , Charisma to reflect the idea that your patron gifted you this minor artifact
Personally, I think all the choices should be Charisma and one other statistic. Charisma or Intelligence for Tome, Charisma or Wisdom for Chain, Charisma or Wisdom for Blade, and then Charisma or Intelligence for Talisman.
Or you should just be able to choose between all three.
Speaking of Hex Master, I noticed that the changes to Hex make the move to half casting WORSE. Hex used to scale without needing a higher spell level - now, the Warlock is forced to use their highest level spell slot for Hex to be relevant, and in ways that (I know there is another class with a spell that adds a die of damage to each attack...) the Ranger is not forced to do. The Ranger can use a first level spell and get an additional die per attack, but for the Warlock to get 3 extra dice (something a Ranger can do with a 1st level spell slot at level 5 if they use Two Weapon Fighting) they need to be level 17, or burn a Mystic Arcanum choice to do so earlier, with the earliest possible level being level 9.
This.....is not an improvement.
Yeah new hex does not work well with half casting. The older version of hex you'd likely never upcast much if at all as a half caster but at least its damage portion worked at all levels. But the new hex and half casting is really rough. They could probably mess with the numbers a bit to get it to work with half casting if they are stuck on it, like if it was at full power with 3rd level slots.
Random interjection here, but given the new association of casting ability with Pact choice, which two casting abilities would be the most thematically appropriate for Pact of the Talisman? Maybe make it Intelligence and Charisma like Pact of the Chain? - Intelligence to reflect the idea that you made the talisman yourself using the eldritch secrets you unlocked , Charisma to reflect the idea that your patron gifted you this minor artifact
Personally, I think all the choices should be Charisma and one other statistic. Charisma or Intelligence for Tome, Charisma or Wisdom for Chain, Charisma or Wisdom for Blade, and then Charisma or Intelligence for Talisman.
I think wisdom is a weird add for it, I get intelligence, charisma I get in the legacy sense but other than as a representation for magical power it doesn't really make too much sense to me, but wisdom I just don't see the logic in it. If it had been just choose between int/chr pact independent I'd be fine with it.
Thank you, Irrelevant. That really encapsulates my whole issue with this morass - the *entire* response to this document has been a purely destructive "OVER MY DEAD BODY" uproar that just scares people who think there might be something worth investigating here even if this precise shape of the rules isn't it - and yes, even I admit this isn't it and I always have - into silence. The whole hooplah is there to try and bully people who want to see where this goes into silence and misery, chasing them away from filling out their surveys in the forlorn hope that bullying enough people means the new books will just go away.
That's not okay. It'll never be okay. And I'll be as nasty and unpopular a grouchy ***** as I have to be in order to be the one single voice in the riot saying "it's Okay to like the new document and think there's a lot of cool ideas in it."
You’re exaggerating again… there are a lot of people who like the new UAs.
I recently discovered how much the Ignore feature can improve quality of life. Generally speaking, I would recommend utilizing this option too for users that make little to no positive contributions to discussions.
It really isn't that hard to disagree with someone civilly and respectfully; It is depressing when people consistently fail miserably at doing that.
I recently discovered how much the Ignore feature can improve quality of life. Generally speaking, I would recommend utilizing this option too for users that make little to no positive contributions to discussions.
It really isn't that hard to disagree with someone civilly and respectfully; It is depressing when people consistently fail miserably at doing that.
How do you ignore someone?
Put your cursor over their name and it shows up in a drop down menu from there. Other options include stalking....er, following a user, or just learning more about them.
I recently discovered how much the Ignore feature can improve quality of life. Generally speaking, I would recommend utilizing this option too for users that make little to no positive contributions to discussions.
It really isn't that hard to disagree with someone civilly and respectfully; It is depressing when people consistently fail miserably at doing that.
How do you ignore someone?
Put your cursor over their name and it shows up in a drop down menu from there. Other options include stalking....er, following a user, or just learning more about them.
Yeah new hex does not work well with half casting.
Well, by the time the new version of hex is any different from the old version (level 5), hex is a kinda bad spell anyway; 'up to 2d6 a round' takes a long time to pay off compared to other uses for your concentration and pact magic slots.
Yeah new hex does not work well with half casting.
Well, by the time the new version of hex is any different from the old version (level 5), hex is a kinda bad spell anyway; 'up to 2d6 a round' takes a long time to pay off compared to other uses for your concentration and pact magic slots.
I can't disagree - even though my Celestial Warlock used it into multiple blasts I was doing so via the fixed 1st level slot from Shadow Touched or out of a Ring of Spell Storing - still cast as a 1st level spell. I wasn't burning pact slots for it after lvl 4.
Yeah new hex does not work well with half casting.
Well, by the time the new version of hex is any different from the old version (level 5), hex is a kinda bad spell anyway; 'up to 2d6 a round' takes a long time to pay off compared to other uses for your concentration and pact magic slots.
Currently at least it gets play with short rest gimmicks. But, yeah the hope was they would have mirrored the rangers hunters mark so its no longer bad, or my preference would have been it would stop being a spell but become a class feature or invocation. Like if a invocation/class feature allowed you to hex a target for one minute, no concentration required as a bonus action, no limit on number of uses. Maybe some limit like can only have hex applied to one person at a time. As a class feature it would sync well with invocations that buff it. But they seem to be going some weird model of making everything spells even when they were previously class features, and likely fit better as class features.
Edit to add; it being a bad spell by that point anyways hopefully would have been a motivation to improve it, not make it worse.
Okay, this is the comment I made on Jeremy Crawford's Twitter profile.
After further consideration I'm going to have to come down on the, "the Warlock changes are bad" side. The 2014 Warlock basically gave full caster power, but limited by limited spell slots and a lack of utility. They compensated with invocations that provided some low level spells, and the high level Mystic Arcanum. The 2023 version guts this completely. A half caster sees level 5 slots at level 17. Giving them invocations for on demand spells is pointless, because they already have that utility from the low level spell slots they get. They're a utility caster with more utility. Big deal.
Getting one spell per level a day does not replace that power.
Eldritch Blast with Agonizing Blast is baseline damage, not something that can carry a class.
If you want an armored caster with some martial ability, play a cleric. If you want an arcane caster that can actually do something, take Lightly Armored and play a Wizard. I would suggest a revision for Pact Magic.
Instead of two slots at the highest level (up to level 5) it provides two slots at the highest level (up to level 5) and two slots of a level lower (up to level 4).
To provide a constant power level, instead of short rest recharges, move "Eldritch Master" renamed "Eldritch Recovery" to level 1, and scale it. At level 1 you can use it once. At level 5 twice. At level 11, three times, and level 17, four times. This would probably require dropping the level 11 and 17 spell slot increases. They'd not have more than four slots, but at level 17 they could use them five times per long rest. This makes the power level of Warlock consistent over an adventuring day.
I'll put these recommendations in the feedback form.
Okay, this is the comment I made on Jeremy Crawford's Twitter profile.
After further consideration I'm going to have to come down on the, "the Warlock changes are bad" side. The 2014 Warlock basically gave full caster power, but limited by limited spell slots and a lack of utility. They compensated with invocations that provided some low level spells, and the high level Mystic Arcanum. The 2023 version guts this completely. A half caster sees level 5 slots at level 17. Giving them invocations for on demand spells is pointless, because they already have that utility from the low level spell slots they get. They're a utility caster with more utility. Big deal.
Getting one spell per level a day does not replace that power.
Eldritch Blast with Agonizing Blast is baseline damage, not something that can carry a class.
If you want an armored caster with some martial ability, play a cleric. If you want an arcane caster that can actually do something, take Lightly Armored and play a Wizard. I would suggest a revision for Pact Magic.
Instead of two slots at the highest level (up to level 5) it provides two slots at the highest level (up to level 5) and two slots of a level lower (up to level 4).
To provide a constant power level, instead of short rest recharges, move "Eldritch Master" renamed "Eldritch Recovery" to level 1, and scale it. At level 1 you can use it once. At level 5 twice. At level 11, three times, and level 17, four times. This would probably require dropping the level 11 and 17 spell slot increases. They'd not have more than four slots, but at level 17 they could use them five times per long rest. This makes the power level of Warlock consistent over an adventuring day.
I'll put these recommendations in the feedback form.
Id suggest instead of 2 of a lower level slot it be 1 of every level slot lower than their max. Main reason is some people seem to have an aversion to using a higher level slot for a 2nd level spell if it does not scale well.
It really isn't that hard to disagree with someone civilly and respectfully; It is depressing when people consistently fail miserably at doing that.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Random interjection here, but given the new association of casting ability with Pact choice, which two casting abilities would be the most thematically appropriate for Pact of the Talisman? Maybe make it Intelligence and Charisma like Pact of the Chain? - Intelligence to reflect the idea that you made the talisman yourself using the eldritch secrets you unlocked , Charisma to reflect the idea that your patron gifted you this minor artifact
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Speaking of Hex Master, I noticed that the changes to Hex make the move to half casting WORSE. Hex used to scale without needing a higher spell level - now, the Warlock is forced to use their highest level spell slot for Hex to be relevant, and in ways that (I know there is another class with a spell that adds a die of damage to each attack...) the Ranger is not forced to do. The Ranger can use a first level spell and get an additional die per attack, but for the Warlock to get 3 extra dice (something a Ranger can do with a 1st level spell slot at level 5 if they use Two Weapon Fighting) they need to be level 17, or burn a Mystic Arcanum choice to do so earlier, with the earliest possible level being level 9.
This.....is not an improvement.
Personally, I think all the choices should be Charisma and one other statistic. Charisma or Intelligence for Tome, Charisma or Wisdom for Chain, Charisma or Wisdom for Blade, and then Charisma or Intelligence for Talisman.
Or you should just be able to choose between all three.
Yeah new hex does not work well with half casting. The older version of hex you'd likely never upcast much if at all as a half caster but at least its damage portion worked at all levels. But the new hex and half casting is really rough. They could probably mess with the numbers a bit to get it to work with half casting if they are stuck on it, like if it was at full power with 3rd level slots.
I think wisdom is a weird add for it, I get intelligence, charisma I get in the legacy sense but other than as a representation for magical power it doesn't really make too much sense to me, but wisdom I just don't see the logic in it. If it had been just choose between int/chr pact independent I'd be fine with it.
You’re exaggerating again… there are a lot of people who like the new UAs.
How do you ignore someone?
Put your cursor over their name and it shows up in a drop down menu from there. Other options include stalking....er, following a user, or just learning more about them.
…
True. After all, if you were wise you wouldn't make a bargain with Cthulhu in the first place.
Well, by the time the new version of hex is any different from the old version (level 5), hex is a kinda bad spell anyway; 'up to 2d6 a round' takes a long time to pay off compared to other uses for your concentration and pact magic slots.
I can't disagree - even though my Celestial Warlock used it into multiple blasts I was doing so via the fixed 1st level slot from Shadow Touched or out of a Ring of Spell Storing - still cast as a 1st level spell. I wasn't burning pact slots for it after lvl 4.
Currently at least it gets play with short rest gimmicks. But, yeah the hope was they would have mirrored the rangers hunters mark so its no longer bad, or my preference would have been it would stop being a spell but become a class feature or invocation. Like if a invocation/class feature allowed you to hex a target for one minute, no concentration required as a bonus action, no limit on number of uses. Maybe some limit like can only have hex applied to one person at a time. As a class feature it would sync well with invocations that buff it. But they seem to be going some weird model of making everything spells even when they were previously class features, and likely fit better as class features.
Edit to add; it being a bad spell by that point anyways hopefully would have been a motivation to improve it, not make it worse.
Okay, this is the comment I made on Jeremy Crawford's Twitter profile.
After further consideration I'm going to have to come down on the, "the Warlock changes are bad" side. The 2014 Warlock basically gave full caster power, but limited by limited spell slots and a lack of utility. They compensated with invocations that provided some low level spells, and the high level Mystic Arcanum. The 2023 version guts this completely. A half caster sees level 5 slots at level 17. Giving them invocations for on demand spells is pointless, because they already have that utility from the low level spell slots they get. They're a utility caster with more utility. Big deal.
Getting one spell per level a day does not replace that power.
Eldritch Blast with Agonizing Blast is baseline damage, not something that can carry a class.
If you want an armored caster with some martial ability, play a cleric. If you want an arcane caster that can actually do something, take Lightly Armored and play a Wizard. I would suggest a revision for Pact Magic.
Instead of two slots at the highest level (up to level 5) it provides two slots at the highest level (up to level 5) and two slots of a level lower (up to level 4).
To provide a constant power level, instead of short rest recharges, move "Eldritch Master" renamed "Eldritch Recovery" to level 1, and scale it. At level 1 you can use it once. At level 5 twice. At level 11, three times, and level 17, four times. This would probably require dropping the level 11 and 17 spell slot increases. They'd not have more than four slots, but at level 17 they could use them five times per long rest. This makes the power level of Warlock consistent over an adventuring day.
I'll put these recommendations in the feedback form.
You said all that on Twitter?
Id suggest instead of 2 of a lower level slot it be 1 of every level slot lower than their max. Main reason is some people seem to have an aversion to using a higher level slot for a 2nd level spell if it does not scale well.
I think there is no character limit once you pay the $8.
Write the whole thing, then cut and paste into multiple tweets replying to yourself.
Also, there's no character limit if you're a subscriber, but I'm a cheapskate.