I don't care. Eldritch Repo folks are being sent
I don't care. Eldritch Repo folks are being sent
I could definitely see it going either way. That being either the patron bestows knowledge, or the patron actually provides the power in real time.
But it should be something that is agreed to between the player and DM as soon as the class is chosen.
When clerics betray their gods they lose their powers
When warlocks betray their gods they gain a target on their back
The term “warlock” comes from a root (Old English, wærloga) that literally means “pact-breaker”.
So I’d say it’s very much in the spirit of the class to eventually betray one’s patron.
I mean, part the deal is likely that whatever you cut a deal with gets a new chew toy for eternity upon your death
So you know, benefits now punishment later
I don't think it's great for any class to take back powers that the character has earned. Not even clerics. For as long as there have been religions, there have been schisms and power plays. It even ruins possible intrigue involving religions if you can tell what follower of a good god has gone astray by asking them to cast a spell.
There are more interesting ways to do consequences for defiance of higher powers than to hold their abilities hostage. That feels less like the consequences of a living world, and more like the DM yanking the player's leash.
But I can accept that this is an established system/setting thing for clerics and paladins. For warlocks, it is not.
I don't think it's great for any class to take back powers that the character has earned. Not even clerics. For as long as there have been religions, there have been schisms and power plays. It even ruins possible intrigue involving religions if you can tell what follower of a good god has gone astray by asking them to cast a spell.
There are more interesting ways to do consequences for defiance of higher powers than to hold their abilities hostage. That feels less like the consequences of a living world, and more like the DM yanking the player's leash.
But I can accept that this is an established system/setting thing for clerics and paladins. For warlocks, it is not.
Pretty sure they have rules for this in 3.5. I know they do for Paladins that get off alignment (it’s also how you make some prestige classes to create an “evil” paladin or death knight or whatever it was called).
With Warlocks, I feel like the punishment could be anything, as the devil’s contract would likely stipulate exactly what happens if you fail to obey the patron. Maybe you lose your powers. Maybe they draft you into the Blood War. Maybe they just take your ass to the Hells.
Draft you into the Blood War
GOOD MORNING AVERNUS
Wait. Hol’up. Just. I’m gonna stop y’all right there.
What. The actual. Fuck?
I really feel like it’s dishonest for players to argue about this. The one to decide is the dm. Trying to bully the dm into a position where the player is guaranteed anything when the class purposefully places you in the hands of the dm is not cool imo.
Like, ok guys, you want to play a tactical wargame and you don’t care about any lore or world building and the dm is your opponent. But why do you play a warlock, a paladin or a cleric if you want to be an ass about it?
Plus I think its unfair that some classes are bounded to strict conditions and some not. Why doesnt the artificer or wizard able to lose their powers then if the cleric or paladin does ?
I agree with you. If the player agrees to it, sure go ahead. As a bad surprise or a bad consequence of something else ? Find something that would affect anyone the same. Like jail.
Well the wizard loses his spells of he loses his spellbook or spell components, or at least that’s how it used to be.
Got nothing for the Artificer, but I don’t think it’s about fairness as it is about immersion. It would be cool if they had tools or something like that they used.
Used to be. In 5th, all you lose is the possibility to switch spells. And with a focus no need for most components except the ones that have a gold cost.
ONLY if the player is cool with it. I prefer to break immersion that lose a player. If I have to choose, fuck immersion, I love my players and I want to keep them at my table.
Althought I do love immersion. You can have your cake and eat it too. Just… fuck it if the cost is a player’s fun.
Oh definitely, I agree 100%. Player’s fun above all else. I’m the kind of person who wouldn’t mind this, but with a DM and party who uses it for cool story purposes, not to screw me over.
For an example, one of our old group’s favorite sessions of all time, one we would talk about for years to come, was when we were imprisoned in an anti-magic field prison without weapons or equipment and had to escape. Sure we lost our spells and equipment, but it was only one session, it let some players shine who hadn’t in a long time, and the spell caster(s) still had ways to contribute (the DM dropped interactable pieces of the environment they could manipulate to help us escape during battles and followers that came in to help spring us were controlled by them, too). Or another time, a DM had a paladin’s god threaten them with falling when they kept doing evil stuff. She never actually lost her powers, but the fear of it pushed her to do a solo atonement quest when we split up during downtime where we she could get more fun character story spotlight and she left with a cool sword or armor or something.
If you can somehow betray your patron (eldrich gods may not give a singular fuck about what you do), I’d rule that your spell slots become same as sorc spell slots, no short rest recharge, no “only max level”. And if you die, your soul is immediately claimed by your former patron.
But frankly, people don’t seem to interact with the whole mechanic much.