I have been thinking for a while to plunge in to some d&d after consuming many hours of different sessions on YouTube. I have a strange liking to the Warlock class because it jumps out to me as the one class with the greatest potential for growth.
Currently I am helping my father to prepare the burial for my mother who recently passed away, so I don't see myself in a session any time soon. So whilst I am in this hiatus I'd just want to ask you guys if you have ever just said "DM take the wheel" in regards to specifically the Warlock, letting the DM decide what patron you had: You desperately asked anyone for aid and didn't care who answered your call. And/Or you let the DM decide what invocations you could pick (or even picked them for you: You now can detect magic At Will by the will of Cthulhu)
I'd like to know if it's a good idea to it like this, and also maybe get some inspiration. I was thinking of maybe to give some restrictions like; not the Great Old One patron, nor the Undying. And maybe give a list of Invocations that I definitively don't want to have.
What are your experiences, have you ever done this before?
Maybe this is not very good idea to give that much decision power to the DM for my first character? I like the idea of not knowing what power my pact gives me, and instead it is at the whims of my patron and I only decide on what spells to learn. I see the invocations as mutations that the patron grants me, and as such I shouldn't necessarily have much say in what "mutations" that mutates my character.
I think this is a potentially really interesting idea, especially for roleplay reasons. I can't say I've ever done something like this or even seen someone else attempt it, but for a Warlock it does make a lot of sense. I think it could work very well, but you definitely need to have a DM who understands you and your playstyle. You need a lot of trust between the two of you, but it does seem like it could be fun to have that sense of unpredictability.
I think it does make sense to make a list of "no's" for subclasses or invocations you know for certain that you don't want. But other than that, I'd be curious to hear how it plays out.
[...] you definitely need to have a DM who understands you and your playstyle. You need a lot of trust between the two of you, but it does seem like it could be fun to have that sense of unpredictability [...]
Yes, that is definitely true. Maybe it could be enough if I just discussed with the GM and said something like: I'd like to have more utility both on the battlefield and during social interaction, I don't need to be the one making the most damage just as long as I can help control the field. Also to state if I enjoy role playing over combat, for instance.
But this might be better wit a DM that I have played with before, so probably not as my first character?
Yeah, I have to admit... this isn't ideal for a first character. Although it also depends on how well you understand the game... as DM I regularly help players decide which spells they want to take, since I'm more familiar with a lot of the rules of the game than some of my players. So in that sense, allowing an experienced DM to choose these things for you based on your general desire for the character can potentially be easier, since you won't have to look through all the invocations yourself and can instead rely on the DM to do it for you. So it's kind of interesting how this is simultaneously easier and harder for a first character.
I have enough understanding to roll my eyes when the players on certain shows keep asking the same question regarding what they can do on certain actions. The things I would have problem with is probably more with positioning and interacting with objects, some things you can't easily learn just by osmosis (like how to write down notes well, what information is good to keep, and what my character would remember) - you have to play to gain that experience. I don't think I would have any problems having limitations set by my DM, I think that innovation and inspiration thrives on limitations: Give me a blank sheet of paper and ask me to write something and that paper will remain blank, tell me that it's supposed to be a short story with a beginning middle and an end and must fit one page, I will be done within a few hours. Forcing a setting will immediately give me ideas how to work those limitations.
I am fairly confident that I could enjoy a character where I had surrendered the choices of invocations and patron to the DM, giving the DM a list of things I don't want. The most important thing would be that my character could fit well in to the main narrative and overarching plot, and that I enjoy the story. I'd like to not be useless in battle though :)
I can totally understand that. It can be exciting to sort of have your character discover their own skills and abilities instead of just planning ahead and building a character.
I'm actually reminded of a comedy D&D podcast I've been following, Rude Tales of Magic, where one of the PCs is a warlock who doesn't actually understand how her own powers work. So she regularly tries to copy something she sees the wizard do, and just accidentally ends up casting minor illusion. It makes for a really entertaining listen, although in a group more focused on intense combat I could see it being really frustrating for the other players to go that far.
I also think that a good DM could pick up my play style over the course of the campaign, it could be that my patron needs me to be better in certain aspects and gives me invocations that would help with that, i.e I could try to be deceptive but since I'm not proficient in Deception I would fail more often than succeed. My patron in frustration would then grant me Beguiling Influence so that I would be less useless :)
That would be interesting... I can see myself doing that as DM in this situation. If your character consistently attempts something but fails frequently, it would make sense to prioritize invocations that address those failings.
My two cents: I think it's a fantastic idea. especially because it sounds like you have a unique appreciation that character growth (and leveling) can be fun if you aren't pre-planning everything. It *will* take a motivated and dedicated DM to make it work, so definitely something t be agreed-upon ahead of time.
A couple of possible suggestions or compromises: you choose the type of patron (archfey, fiend, whatever), but the DM chooses the specific entity, name, personality, disposition, motivations, of the actual Patron and provides the character backstory for how/why there's a warlock/patron pact that fits the DM's story narrative better. That way, you both get to indulge in a lot more roleplay ing where there's uncertainty how the other will act or react. I did this for a blood Hunter in my party and has worked out surprisingly well long term (and it was his first character ever, too). As far as invocations, I like the theory of new ones being assigned by the patron, from a story/RP perspective only. At some point you could find yourself feeling restricted or it no longer being "your" character. Luckily, it's not like levelling up occurs every half hour at the table and hopefully after months of playing you may decide upon an entirely different approach with the DM about new invocations (or, even just plop them in a list and roll for random). I wouldnt think you'd be useless in battle under any system or circumstances, as with any character all can find a unique niche to exploit. As you mentioned earlier, if you thrive best by leaning into limitations and being creative because of it, may be a fun way to go. Overall, whatever you do pick (or get assigned?) Is just an additional opportunity to explore, learn, and grow in an unexpected way.
[...] As far as invocations, I like the theory of new ones being assigned by the patron, from a story/RP perspective only. At some point you could find yourself feeling restricted or it no longer being "your" character. Luckily, it's not like levelling up occurs every half hour at the table and hopefully after months of playing you may decide upon an entirely different approach with the DM about new invocations (or, even just plop them in a list and roll for random). [...]
Yes, that is something I was thinking about, at some point my character and his patron could have come to such a point in their "relationship" that my character could have a little bit more of a say in what invocations he got. This is, however, not mainly for a lvl 1-20 character, but more aimed towards levels 1-5, 5-7. If I go further then I would most likely start to be more involved.
I like the idea of actually starting the campaign as a commoner/lord with no class level, maybe even be the one hiring the rest of the party. Then in a forced "cut-scene" I'd get my powers, and with the rest of the players learn about my patron. But that could take too much focus. It's just the idea of having uncertainty about what happens and being forced to play by ear. It removes, somewhat, the anxiety of making decisions. I would still chose my spells, but they would be heavily influenced by my patron and invocations.
Part of the fun of the warlock is how much customization options their are.
What your DM might find fun and cool might not be what you find fun or cool.
This probably won't be more fun than you making these decisions. Might be less fun if you don't like the choices or would have enjoyed making them yourself.
My opinion: maybe give the DM the option to pick the Patron, but you do the rest. You could also pick at random. I actually really liked that part of your idea. The rest I think you'll be missing out on some that makes the class interesting.
I am currently playing a genie warlock who was a normal person before being bound without her choice to her patron.
I stated up front I wanted to try something like this, so my DM chose my patron, chooses my invocations, and chooses my spells when I level. As of right now I'm only level 2 and learning how to work with the power my patron gives me, but it is a really interesting dynamic on a class I've played before. It adds to the mystique and mystery of my patron not knowing what powers I'll have at any given point and not being able to plan a build around it.
I guarantee it is not for everyone, but it is good fun for someone who's played warlock before and wants some new spice.
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I have been thinking for a while to plunge in to some d&d after consuming many hours of different sessions on YouTube. I have a strange liking to the Warlock class because it jumps out to me as the one class with the greatest potential for growth.
Currently I am helping my father to prepare the burial for my mother who recently passed away, so I don't see myself in a session any time soon. So whilst I am in this hiatus I'd just want to ask you guys if you have ever just said "DM take the wheel" in regards to specifically the Warlock, letting the DM decide what patron you had:
You desperately asked anyone for aid and didn't care who answered your call. And/Or you let the DM decide what invocations you could pick (or even picked them for you: You now can detect magic At Will by the will of Cthulhu)
I'd like to know if it's a good idea to it like this, and also maybe get some inspiration. I was thinking of maybe to give some restrictions like; not the Great Old One patron, nor the Undying. And maybe give a list of Invocations that I definitively don't want to have.
What are your experiences, have you ever done this before?
Maybe this is not very good idea to give that much decision power to the DM for my first character?
I like the idea of not knowing what power my pact gives me, and instead it is at the whims of my patron and I only decide on what spells to learn. I see the invocations as mutations that the patron grants me, and as such I shouldn't necessarily have much say in what "mutations" that mutates my character.
I think this is a potentially really interesting idea, especially for roleplay reasons. I can't say I've ever done something like this or even seen someone else attempt it, but for a Warlock it does make a lot of sense. I think it could work very well, but you definitely need to have a DM who understands you and your playstyle. You need a lot of trust between the two of you, but it does seem like it could be fun to have that sense of unpredictability.
I think it does make sense to make a list of "no's" for subclasses or invocations you know for certain that you don't want. But other than that, I'd be curious to hear how it plays out.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yes, that is definitely true. Maybe it could be enough if I just discussed with the GM and said something like: I'd like to have more utility both on the battlefield and during social interaction, I don't need to be the one making the most damage just as long as I can help control the field. Also to state if I enjoy role playing over combat, for instance.
But this might be better wit a DM that I have played with before, so probably not as my first character?
Yeah, I have to admit... this isn't ideal for a first character. Although it also depends on how well you understand the game... as DM I regularly help players decide which spells they want to take, since I'm more familiar with a lot of the rules of the game than some of my players. So in that sense, allowing an experienced DM to choose these things for you based on your general desire for the character can potentially be easier, since you won't have to look through all the invocations yourself and can instead rely on the DM to do it for you. So it's kind of interesting how this is simultaneously easier and harder for a first character.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I have enough understanding to roll my eyes when the players on certain shows keep asking the same question regarding what they can do on certain actions. The things I would have problem with is probably more with positioning and interacting with objects, some things you can't easily learn just by osmosis (like how to write down notes well, what information is good to keep, and what my character would remember) - you have to play to gain that experience. I don't think I would have any problems having limitations set by my DM, I think that innovation and inspiration thrives on limitations: Give me a blank sheet of paper and ask me to write something and that paper will remain blank, tell me that it's supposed to be a short story with a beginning middle and an end and must fit one page, I will be done within a few hours. Forcing a setting will immediately give me ideas how to work those limitations.
I am fairly confident that I could enjoy a character where I had surrendered the choices of invocations and patron to the DM, giving the DM a list of things I don't want. The most important thing would be that my character could fit well in to the main narrative and overarching plot, and that I enjoy the story. I'd like to not be useless in battle though :)
I can totally understand that. It can be exciting to sort of have your character discover their own skills and abilities instead of just planning ahead and building a character.
I'm actually reminded of a comedy D&D podcast I've been following, Rude Tales of Magic, where one of the PCs is a warlock who doesn't actually understand how her own powers work. So she regularly tries to copy something she sees the wizard do, and just accidentally ends up casting minor illusion. It makes for a really entertaining listen, although in a group more focused on intense combat I could see it being really frustrating for the other players to go that far.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I also think that a good DM could pick up my play style over the course of the campaign, it could be that my patron needs me to be better in certain aspects and gives me invocations that would help with that, i.e I could try to be deceptive but since I'm not proficient in Deception I would fail more often than succeed. My patron in frustration would then grant me Beguiling Influence so that I would be less useless :)
That would be interesting... I can see myself doing that as DM in this situation. If your character consistently attempts something but fails frequently, it would make sense to prioritize invocations that address those failings.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
My two cents: I think it's a fantastic idea. especially because it sounds like you have a unique appreciation that character growth (and leveling) can be fun if you aren't pre-planning everything. It *will* take a motivated and dedicated DM to make it work, so definitely something t be agreed-upon ahead of time.
A couple of possible suggestions or compromises: you choose the type of patron (archfey, fiend, whatever), but the DM chooses the specific entity, name, personality, disposition, motivations, of the actual Patron and provides the character backstory for how/why there's a warlock/patron pact that fits the DM's story narrative better. That way, you both get to indulge in a lot more roleplay ing where there's uncertainty how the other will act or react. I did this for a blood Hunter in my party and has worked out surprisingly well long term (and it was his first character ever, too). As far as invocations, I like the theory of new ones being assigned by the patron, from a story/RP perspective only. At some point you could find yourself feeling restricted or it no longer being "your" character. Luckily, it's not like levelling up occurs every half hour at the table and hopefully after months of playing you may decide upon an entirely different approach with the DM about new invocations (or, even just plop them in a list and roll for random). I wouldnt think you'd be useless in battle under any system or circumstances, as with any character all can find a unique niche to exploit. As you mentioned earlier, if you thrive best by leaning into limitations and being creative because of it, may be a fun way to go. Overall, whatever you do pick (or get assigned?) Is just an additional opportunity to explore, learn, and grow in an unexpected way.
Boldly go
It’d be awesome if you have a good dm and trust them.
Yes, that is something I was thinking about, at some point my character and his patron could have come to such a point in their "relationship" that my character could have a little bit more of a say in what invocations he got. This is, however, not mainly for a lvl 1-20 character, but more aimed towards levels 1-5, 5-7. If I go further then I would most likely start to be more involved.
I like the idea of actually starting the campaign as a commoner/lord with no class level, maybe even be the one hiring the rest of the party. Then in a forced "cut-scene" I'd get my powers, and with the rest of the players learn about my patron. But that could take too much focus. It's just the idea of having uncertainty about what happens and being forced to play by ear. It removes, somewhat, the anxiety of making decisions. I would still chose my spells, but they would be heavily influenced by my patron and invocations.
So lets pro v con this!
Pro
Con
My opinion: maybe give the DM the option to pick the Patron, but you do the rest. You could also pick at random. I actually really liked that part of your idea. The rest I think you'll be missing out on some that makes the class interesting.
Very sorry to hear about your mom.
I am currently playing a genie warlock who was a normal person before being bound without her choice to her patron.
I stated up front I wanted to try something like this, so my DM chose my patron, chooses my invocations, and chooses my spells when I level. As of right now I'm only level 2 and learning how to work with the power my patron gives me, but it is a really interesting dynamic on a class I've played before. It adds to the mystique and mystery of my patron not knowing what powers I'll have at any given point and not being able to plan a build around it.
I guarantee it is not for everyone, but it is good fun for someone who's played warlock before and wants some new spice.