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Proficiencies don't make the class. Do they?
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<blockquote data-quote="Remathilis" data-source="post: 6625559" data-attributes="member: 7635"><p>And this is where the "revamp" portion comes into play.</p><p></p><p>The artificer list should remain small and tightly focused, but I'm not entirely sure 1/2 caster is the best method. I was using warlock progression for my idea, but that a bit faster than paladin/ranger. Ultimately, I think the artificer should fill the same niche as a bard; a mix of buffing and healing magic with a side of creation and the like. If bards can be full casters, artificers should be too. </p><p></p><p>Second, I'm not sure the "ever spell in the game" requirement is needed or wanted. Emulating spells (via UMD) was needed due to how crarfting works. It's not needed anymore; anyone with the formula and proper spellcasting level can do it. Therefore, they don't need to have access to said spells; but they still should be able to use said items. (Giving them a rogue's Use Magic Device fixes that problem easily, the rest is all formulas and levels). </p><p></p><p>Lastly, I don't see a revision to crafting happening anytime soon. Which is why I suggested making magical "gadgets" that emulate items but are really part of the artificer's class power, rather than actual crafting. That way, the DM can use the artificer class with the DMG crafting rules or not and the artificer still "feels" like he's making cool toys for himself and his friends. (Those toys are paid for in the artificer class itself, rather than with GP or time). Power level wise, he's on par with a warlock (who gets invocations that are paid for in warlock power). So even if the DM doesn't use DMG crafting, the artificer is still "making stuff" since his magical gear is "baked in" the class itself.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6625559, member: 7635"] And this is where the "revamp" portion comes into play. The artificer list should remain small and tightly focused, but I'm not entirely sure 1/2 caster is the best method. I was using warlock progression for my idea, but that a bit faster than paladin/ranger. Ultimately, I think the artificer should fill the same niche as a bard; a mix of buffing and healing magic with a side of creation and the like. If bards can be full casters, artificers should be too. Second, I'm not sure the "ever spell in the game" requirement is needed or wanted. Emulating spells (via UMD) was needed due to how crarfting works. It's not needed anymore; anyone with the formula and proper spellcasting level can do it. Therefore, they don't need to have access to said spells; but they still should be able to use said items. (Giving them a rogue's Use Magic Device fixes that problem easily, the rest is all formulas and levels). Lastly, I don't see a revision to crafting happening anytime soon. Which is why I suggested making magical "gadgets" that emulate items but are really part of the artificer's class power, rather than actual crafting. That way, the DM can use the artificer class with the DMG crafting rules or not and the artificer still "feels" like he's making cool toys for himself and his friends. (Those toys are paid for in the artificer class itself, rather than with GP or time). Power level wise, he's on par with a warlock (who gets invocations that are paid for in warlock power). So even if the DM doesn't use DMG crafting, the artificer is still "making stuff" since his magical gear is "baked in" the class itself. [/QUOTE]
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Community
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Proficiencies don't make the class. Do they?
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