I'm working on building my first character, and it's becoming increasingly clear that the Warlock class isn't much good at what it's supposed to do. More than anything, it suffers from the 50% cap on combat abilities, which combined with taking Magic Projection as Attack / Defense pretty much forces a solid build into ignoring Wear Armor in favor of Attack and Block.
If you DO take both Magic Projection modules, you spend 150 DP once. If you had instead put that DP straight into Projection, you would get 75 points out of it. That's the same score you get by taking the modules at first level and maxing Attack and Defense. As you level, it only makes the modules more worthwhile, since from there on out the increases to Attack and Defense boost your Projection for free.
I don't know if there has been any errata to address this, but I thought I'd post my thoughts:
- The class needs a 60% cap for combat so that points can be assigned to armor without hurting Attack, Block, and (indirectly) Magic Projection.
- The class needs a +5 Wear Armor bonus instead of Dodge. Block and Dodge dual bonuses for Warlocks are silly (sillier than with other classes that get them such as Warrior), since magic defense consists of shields. Why rely on Dodge for a class that has two reasons to take Block (heavy armor and magic barriers)?
- The lack of Secondary Ability bonuses just strikes me as unfair compared to Paladins and Dark Paladins. I suggest bonuses to Occult, Memorization, Composure, and Style (or at least a couple items from that list).
As to the comparison to Paladins...let's assume two builds. Both builds have the exact same Advantages and Disadvantages:
- The Gift
- Gestureless Casting [because these two are pretty much required on a Warlock]
- Superior Magic Accumulation II (x3 MA)
- Magical Nature (+50 Zeon per level)
*note that as far as DP cost, Accumulation II and Magical Nature I beats Accumulation III if you're going to cap at 200ish MA and 1k Zeon. Your numbers may vary for other targets.
- Exhausted
- Serious Illness (or whatever. Could take a couple of 1 pt disadvantages instead)
Paladins and Warlocks both gain 20 Zeon per level, so with the Advantage, that's 70 per level. Let's say we want to get to 200+ MA and 1000+ Zeon by level 10, so that we max our Innate spellcasting at 90 and have a comfy 1k pool.
100 base Zeon at level 1, and 70 bonus for 10 levels = 100+700 = 800 Zeon at level 10 without putting points into it. Not bad. We need 200 more Zeon, and since it's 5 per increment, that's 40 boosts.
- Warlock spends 40 DP. Paladin spends 80 DP. Warlock is 40 DP ahead of the game.
Okay. So now we want 200+ MA. Since we have the x3 bonus to it, we really only need a third of that. That means 70 MA base, since 70*3 = 210. Everyone gets 10 MA to start out, so we need to buy 6 more boosts to it.
- Warlock buys 6 at 50 each and spends 300 DP. Paladin buys 6 at 60 each and spends 360 DP, though it takes more levels to do this since he only gets 50 points per level. Warlock is 100 DP ahead.
Now both characters are sitting pretty as far as casting. Warlock has some extra points at level 10. But...assuming they've been maxing Combat with their remaining points in the meantime...
- Paladin gets 60% combat, along with +5 Block and +10 Wear Armor per level. If he's been keeping it maxed (and remember, our Projection modules draw on Supernatural, not from the Combat cap), then that's 75 Attack, 80 Block, and 40 Armor at level 1 (150 at 2 DP, 150 at 2 DP with a +5, and 60 at 2 DP with a +10).
- Each subsequent level, the Paladin gains 60 pts, so 12.5 Attack, 12.5+5 = 17.5 Block, and 5+10=15 Armor.
- The Paladin ends up with 187.5 Attack, 237.5 Block, and 175 Armor at level 10, with no equipment or even Characteristic boosts. That's also a 187.5 to Projection.
So how is our Warlock faring?
- The Warlock gets a flat 50% combat. Uh oh. Armor is going to be at...zero, if he wants to keep Attack and Block maxed. He does get the +5 to both Attack and Block per level, so his endgame numbers are going to both be the same as the Paladin's Block. That means the Warlock gets 237.5 Attack, 237.5 Block, and 0 Armor at level 10 .
- What if the Warlock is willing to drop Attack to the Paladin's level and put those points into Armor? Well, that's basically shifting the +5 over by investing 10 DP less and putting them in Armor. That leads to 187.5 Attack, 237.5 Block, and 50 Armor. Sadly, short-changing *base* Attack is going to hurt our offensive Projection by those same 50 points.
- But wait! What about those extra 100 DP the Lock gained over the Paladin for having cheaper MA and Zeon? Sadly, they're going nowhere, because of the 50% cap. Oh darn. Guess we can use them to raise a Secondary Ability...like...Withstand Pain, which the Paladin will get to 100 for free compared to our investment giving us 50? Or Leadership? Or Style?
Granted, this is a specific example with specific Advantages, but they're from the core book and the GM Toolkit going for an armored fighter/caster. Nothing extraordinary here. If I screwed up the numbers anywhere, please, correct me. Show me that the Warlock has a reason to exist.
Hell...I could probably do this with a 2/1/1 Disadvantage set, a second point in Magical Nature, and a Weaponmaster. The 70 pt cost for MA would hurt a bit, but he wouldn't have to touch purchasing Zeon, and his Armor would be through the roof.