Parmandur
Book-Friend, he/him
No more nor less minor thsn any other Gosh Class would 9t could be, within the bounds of the rules. And they get Spells.I dmed to artificers. Artificer's magical buffs are very minor.
No more nor less minor thsn any other Gosh Class would 9t could be, within the bounds of the rules. And they get Spells.I dmed to artificers. Artificer's magical buffs are very minor.
Quod erat demonstratum.If you don't go BIG, there's no point in the class existing.
It's not the mechanics that is the problem, it's the playstyle. Wizards and Sorcerers can be mechanically similar, but the wizard's playstyle revolves around managing and studying spell descriptions IRL. You have to know how Unseen Servant works before you can use it to its potential. Sorcerers are resource-managers with granular control over their spellcasting. They are flexible in their magical prowess.Yeah, I think "put their eggs in one basket, then that basket got cut and never replaced" is sort of a theme for the Next playtest. That is, exactly the same thing happened to the Warlord Fighter; despite the crappy edition-warrior rhetoric used in that one podcast, Mearls did explicitly say in a tweet that martial healing was in, and if DMs didn't like that, they could just forbid people from playing it. But then they said, "Hey, this makes more sense as a thing ANY Fighter could opt into, so let's use this cool new Specialties mechanic!" Aaaaand...then Specialties were not particularly popular (I didn't mind, personally, but I get why they were disliked), so they axed them. At which point, they were almost certainly aware that there just wasn't enough time to playtest any new stuff...so they just quietly dropped the subject and never spoke about it again.
The perils of outright dropping mechanics when people don't respond well to them, rather than at least trying to make them work: you're constantly going back to the drawing board, despite time being a rather finite resource.
Oh it can, sure. The issue is getting people to accept creating stuff. See also: dragonborn being widely panned and mocked by critics of 4e upon release, yet as of 2020, they were the third most popular race in D&D (after human and half-elf, assuming you split Elf into its various sub-races; if you don't, Elf-combined rises to third, and Dragonborn is fourth overall.)
See, it's exactly this kind of logic that's incredibly frustrating.
Why would you even bother making something where "all the features are just renamed versions of what the EK and BS have"? Of course that would be pointless, even foolish. A proper Swordmage should actually have its own mechanics. Ideally, they should be ones where you can see some kind of relationship to what Bladesingers or Eldritch Knights do, because that enhances the lore of the situation (making EK and BS more like half-steps toward Swordmage, rather than half-steps from Fighter to Wizard or vice-versa), but that's an ideal that may not always be workable.
Hence why I suggested the "Spell Combat" proposal earlier, using runes that ride on top of physical attacks to deliver spells. Or perhaps you literally dual-wield, with a sword in one hand and a spell in the other like how it's done in Elder Scrolls games, and Swordmage blends the two together in its own unique way. Maybe if you hold a spell focus in your offhand, you can shape magical energy into various forms for a round, e.g. a shield of force or a bonus-action attack or a temporary utility effect like "pull one enemy into melee range" or "ensnare one foe within 15 feet" or whatever.
It's not that hard to come up with actually-interesting but reasonably-straightforward mechanics to play around with in this space, ones that differ from EK, BS, and Paladin. But what can be really, really hard is getting some folks to even consider the possibility that something with new mechanics could actually be interesting to engage with.
Edit:
And, on the subject of D&D Clerics in fiction: I challenge you to find any example in fiction, let's say before 1960, of a holy warrior wearing relatively heavy armor (doesn't have to be plate precisely, but shouldn't be parsed as light armor, e.g. not just leather), who fights abominations in the name of their deity, but does not fit the mantle of Paladin. I have set the date specifically so that we avoid picking up fiction that has its roots in the Cleric, which is exactly what I'm criticizing.
If I were a betting man, I'd put real money on the idea that the vast majority, if not the entirety, of your examples will come from Crusader-related literature or King Arthur's knights, both of which very much look more like Paladins than D&D Clerics.
And don't forget the Artificer playing in the same space.Honestly, the two existing half-casters are too broad for a swordmage to comfortably exist. Paladins are budget tanks, healers, support, and single-target attackers. Rangers are budget strikers, controllers, expert, and AoE attackers.
Given the comparatively slow pace of published books in 5e, I sincerely doubt that design time is a factor in whether or not they add new classes. Hell, they even actively playtested several psionic class things before eventually scrapping the idea. I mean, do you feel that the books published during the months (was it years?) that they were working on the psionic stuff were dramatically worse than those from before? If not, that objection would seem to be far more theoretical than practical.It's not just as easy as "if you don't like it, don't use it." Class bloat affects the game as a whole. Designers have limited amount of time and resources. Also, having too many classes limits the conceptual and thematic space of the other classes. Like how if sorcerer and warlock were one class, the resulting class could be mechanically and thematically less pigeonholed, it would have a greater number of subclasses when the designers wouldn't need to waste time writing duplicate subclasses for similar themes. I rather have fewer broader, more flexible and better supported classes, than loads of narrow, gimmicky and thematically thin classes.
Frankly, this sounds like arguing in bad faith; if you assume that the stuff that others want is broken, and that's why you don't want it published, then you're assuming from the get-go that publishing them is bad. I, and others, have given easily half a dozen different potential approaches that do not in any way sound inherently broken and out of line with the rest of the game. So, since it apparently needs to be said: assuming a Swordmage that is actually reasonably balanced, what harm does it cause to the table of Irlo and friends when published as an official document?Yes, I'm glad that there are not officially published options for the assassin's auto-kill and the swordmage class features that are so powerful and different that they can't be allowed to be used by anyone else. It's my opinion. I'm not doing anything to keep you from having them. I don't need them. I won't boycott WotC if they publish them.
And there are some things where it simply doesn't work. People have told me--repeatedly, and I want to say you're among them--that the kind of features Warlord fans desire are simply unacceptable as part of the Fighter kit. That alone indicates it needs its own class, if it can be implemented in a balanced way. Given the number of attempts to make it happen (including from Level Up, as I understand it), that certainly doesn't seem to be a wild notion.And frankly, most of such additional classes are not needed and are just bloat. The subclass system is great, people should utilise it more. With it you can have both broad and flexible classes and more specific themes represented via subclasses.
It's not just as easy as "if you don't like it, don't use it." Class bloat affects the game as a whole. Designers have limited amount of time and resources. Also, having too many classes limits the conceptual and thematic space of the other classes. Like how if sorcerer and warlock were one class, the resulting class could be mechanically and thematically less pigeonholed and it would have a greater number of subclasses when the designers wouldn't need to waste time writing duplicate subclasses for similar themes. I rather have fewer broader, more flexible and better supported classes, than loads of narrow, gimmicky and thematically thin classes.
Again, completely disagreed. It requires creativity, sure, but all you've really said is "people who have tried just copied X or Y, and that would leave us with X, copy-X, and Y, which isn't worth it."Honestly, the two existing half-casters are too broad for a swordmage to comfortably exist. Paladins are budget tanks, healers, support, and single-target attackers. Rangers are budget strikers, controllers, expert, and AoE attackers.
One more time, then I'll let it be.Frankly, this sounds like arguing in bad faith; if you assume that the stuff that others want is broken, and that's why you don't want it published, then you're assuming from the get-go that publishing them is bad. I, and others, have given easily half a dozen different potential approaches that do not in any way sound inherently broken and out of line with the rest of the game. So, since it apparently needs to be said: assuming a Swordmage that is actually reasonably balanced, what harm does it cause to the table of Irlo and friends when published as an official document?
And I argue against it. Exploring new mechanical spaces in a self-contained space, that's what classes are trying to do. You're expanding sideways to give each thing a unique space and carving pieces off to explore on their own, rather than piling more on top of archetypes that may not apply to it.And frankly, most of such additional classes are not needed and are just bloat. The subclass system is great, people should utilise it more. With it you can have both broad and flexible classes and more specific themes represented via subclasses.
Artificer infusionsQuod erat demonstratum.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.