Todd Roybark
Hero
Umbran, I agree with the intent of what you are saying but look at it from a varying perspective.
I do not view the rules geared to PCs, (classes, feats, etc) to be the norm....the whole concept of class and feats and so forth are the gamist, part of the system.
The rules that apply to PCs are abstractions that do not necessarily apply to the fictional world around them. The rules are meant to ensure play betw the players is balanced and regulated for within the group.
Granting a cambion the ability to summon a weapon ala the Pactblade is not adding warlock class levels, nor is it making an impact to the CR. 3e design philosophy is dead, long live 5e.
Umbran, correct me if I am wrong, but I seem to recall statements from you in he past where you have stated that, narratively no one “In-Game” would ever refer to someone by their class.
If only the Knights of Malta summon weapons....Low Magic.
If every kingdom has units of Mindsword-eneers....we are entering The High Magic Zone.
If Magical Patronage is common, probably HMZ...if the Red Cross was openly affiliated with a Kirin or Asmodeus....I would deem that is rather fantastical.
Back to Doc’s topic....I prefer textual changes to a class, to be as limited in scope as possible.
If I were to grant Infusions to the Arcane Trickster, I would have the Infusions replace the Wizard Spells that can be from any school of magic.
So an Infusion would be granted at level 3,8,14, and 20th levels.
I would also allow the modified AT to retrain those Infusions upon any level up, not just at the specified levels per the usual AT.
So as to not step on the artificer classes toes I might also limit the Infusions learned to certain power levels.
The Infusion learned at 3rd level, even when retrained has to be from the 2nd level replicable item list, or another Infusion without a level prerequisite.
The Infusion learned at 8th level qualifies for Infusions with the 6th level prerequisite and so forth.
I think this is balanced, and easy to play, as the changes to the text are minimal.
I do not view the rules geared to PCs, (classes, feats, etc) to be the norm....the whole concept of class and feats and so forth are the gamist, part of the system.
The rules that apply to PCs are abstractions that do not necessarily apply to the fictional world around them. The rules are meant to ensure play betw the players is balanced and regulated for within the group.
Granting a cambion the ability to summon a weapon ala the Pactblade is not adding warlock class levels, nor is it making an impact to the CR. 3e design philosophy is dead, long live 5e.
Umbran, correct me if I am wrong, but I seem to recall statements from you in he past where you have stated that, narratively no one “In-Game” would ever refer to someone by their class.
If only the Knights of Malta summon weapons....Low Magic.
If every kingdom has units of Mindsword-eneers....we are entering The High Magic Zone.
If Magical Patronage is common, probably HMZ...if the Red Cross was openly affiliated with a Kirin or Asmodeus....I would deem that is rather fantastical.
Back to Doc’s topic....I prefer textual changes to a class, to be as limited in scope as possible.
If I were to grant Infusions to the Arcane Trickster, I would have the Infusions replace the Wizard Spells that can be from any school of magic.
So an Infusion would be granted at level 3,8,14, and 20th levels.
I would also allow the modified AT to retrain those Infusions upon any level up, not just at the specified levels per the usual AT.
So as to not step on the artificer classes toes I might also limit the Infusions learned to certain power levels.
The Infusion learned at 3rd level, even when retrained has to be from the 2nd level replicable item list, or another Infusion without a level prerequisite.
The Infusion learned at 8th level qualifies for Infusions with the 6th level prerequisite and so forth.
I think this is balanced, and easy to play, as the changes to the text are minimal.