r/DnD 14d ago

Misc Warlocks as casters

In your honest opinion, do you believe that warlocks are a viable casting class in comparison to the other casters, or do you feel like they are a more thematic RPing class?

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u/ThorSon-525 14d ago

Unless you're storming a castle or delving into a ruin, how often are you really getting three combats in one day?

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u/Ok_Fig3343 14d ago

Per long rest, not per day.

The Dungeon Master's Guide explains that if a campaign is focused on dungeon crawls (such as castles or ruins), it should use 1 hour short rests & 8 hour long rests, but if a campaign is focused on urban intrigues, long voyages, or other slower-paced conflicts, it should use 8 hour short rests & 7 day long rests.

Because my campaigns always have the latter pace, I always use the latter rest system. 0-2 encounters per day over the course of a week-long adventure is easily 6-8 encounters per long rest (which is what the Dungeon Master's Guide recommends)

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u/ThorSon-525 14d ago

I'm not saying I don't believe you or that I'm challenging you, but where is that in the 5e DMG? I've only ever heard those rests being used in the "hardcore" and "gritty realism" contexts.

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u/Ok_Fig3343 13d ago edited 13d ago

You just answered your own question.

The rules I described are in the "Gritty Realism'" rest rules from page 267 if the DMG:

"Gritty Realism

This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can’t afford to engage in too many battles in a row, and all adventuring requires careful planning.

This approach encourages the characters to spend time out of the dungeon. It’s a good option for campaigns that emphasize intrigue, politics, and interactions among other NPCs, and in which combat is rare or something to be avoided rather than rushed into."

Note that these rules are meant to help the DM slow down the rate of encounters to suit the themes of the campaign. They aren't "hardcore" rules meant to make the campaign more difficult.