Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer should be a half caster (0-5)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mercule" data-source="post: 7011166" data-attributes="member: 5100"><p>We have four models for casters: 1/3 caster (sub-classes: Arcane Trickster/Eldritch Knight), 1/2 caster (Paladin, Ranger), full caster (Wizard, Cleric, etc.), and whatever the heck Warlock is.</p><p></p><p>I don't like a full class being 1/3 casters. That's something that should be reserved for kits of otherwise non-magical classes as a way to grant them some advancement without either having to multi-class or when the DM otherwise doesn't allow for multi-classing. Any class using the 1/3 casting has magic as a tertiary concern and would, implicitly, have less magical acumen than a Paladin or Ranger -- essentially, a dabbler.</p><p></p><p>The Artificer is clearly not a dabbler in magic, even if their primary focus is not on spell work. That means that the least appropriate answer is for them to be a 1/3 caster. If you want to run with the idea that they are focused on magical engineering, at the cost of full spell capability, then 1/2 caster is an appropriate choice. The Artificer can still have abilities that make the spells augmentation, just like Ranger and Paladin. Also, the multi-class Wizard/Artificer takes as much of a caster progression hit as would the multi-class Druid/Ranger, which seems about right.</p><p></p><p>A case could be made for a full-caster progression of Artificer, since the Artificer really is based around faculty with magic. I think this case is weak. The focus of the Artificer is magical craftsmanship, not raw magic via casting. The comparison to engineer vs. scientist is very appropriate. One <u>could</u> make it work by creating a bunch of new spells, but those would exist in an almost completely separate, parallel silo from the existing spells.</p><p></p><p>Personally, I've always liked the idea of using the Warlock framework for Artificer, because it's separate from a "normal caster" and seems to model the "I'm getting better at everything, not just adding some space at the top" quite well. Additionally, the Invocations model could be used quite well for Infusions that gave the Artificer things to do with their spells, like creating short-term potions, improving weapons/armor, etc. without reinventing the wheel and the sub-class pre-requisites for the Infusions is already an established pattern. Finally, the 6-9th level slot the Warlock gets could, optionally, be brought over to the Artificer depending on how the rest of the core class abilities played out -- it's even possible that only a single sub-class (Wand Master, maybe?) would even get that ability. It gives the best of both 1/2 caster and full caster.</p><p></p><p>So, there are some arguments around building the Artificer. Short form of each, in order of preference:</p><p>1) Warlock: Best framework for a class that does weird magical things without spells and by modifying the way spells are applied.</p><p>2) Half-caster: A very acceptable framework for a class that is competent with magic, but doesn't necessarily focus on casting.</p><p>3) Full-caster: Not crazy, but doesn't leave enough room for non-casting abilities that the Artificer would have without mostly custom spells.</p><p>4) Third-caster: Exactly wrong solution and horrible design. Should be reserved for <u>only</u> sub-classes that dabble without multi-classing.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7011166, member: 5100"] We have four models for casters: 1/3 caster (sub-classes: Arcane Trickster/Eldritch Knight), 1/2 caster (Paladin, Ranger), full caster (Wizard, Cleric, etc.), and whatever the heck Warlock is. I don't like a full class being 1/3 casters. That's something that should be reserved for kits of otherwise non-magical classes as a way to grant them some advancement without either having to multi-class or when the DM otherwise doesn't allow for multi-classing. Any class using the 1/3 casting has magic as a tertiary concern and would, implicitly, have less magical acumen than a Paladin or Ranger -- essentially, a dabbler. The Artificer is clearly not a dabbler in magic, even if their primary focus is not on spell work. That means that the least appropriate answer is for them to be a 1/3 caster. If you want to run with the idea that they are focused on magical engineering, at the cost of full spell capability, then 1/2 caster is an appropriate choice. The Artificer can still have abilities that make the spells augmentation, just like Ranger and Paladin. Also, the multi-class Wizard/Artificer takes as much of a caster progression hit as would the multi-class Druid/Ranger, which seems about right. A case could be made for a full-caster progression of Artificer, since the Artificer really is based around faculty with magic. I think this case is weak. The focus of the Artificer is magical craftsmanship, not raw magic via casting. The comparison to engineer vs. scientist is very appropriate. One [U]could[/U] make it work by creating a bunch of new spells, but those would exist in an almost completely separate, parallel silo from the existing spells. Personally, I've always liked the idea of using the Warlock framework for Artificer, because it's separate from a "normal caster" and seems to model the "I'm getting better at everything, not just adding some space at the top" quite well. Additionally, the Invocations model could be used quite well for Infusions that gave the Artificer things to do with their spells, like creating short-term potions, improving weapons/armor, etc. without reinventing the wheel and the sub-class pre-requisites for the Infusions is already an established pattern. Finally, the 6-9th level slot the Warlock gets could, optionally, be brought over to the Artificer depending on how the rest of the core class abilities played out -- it's even possible that only a single sub-class (Wand Master, maybe?) would even get that ability. It gives the best of both 1/2 caster and full caster. So, there are some arguments around building the Artificer. Short form of each, in order of preference: 1) Warlock: Best framework for a class that does weird magical things without spells and by modifying the way spells are applied. 2) Half-caster: A very acceptable framework for a class that is competent with magic, but doesn't necessarily focus on casting. 3) Full-caster: Not crazy, but doesn't leave enough room for non-casting abilities that the Artificer would have without mostly custom spells. 4) Third-caster: Exactly wrong solution and horrible design. Should be reserved for [U]only[/U] sub-classes that dabble without multi-classing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer should be a half caster (0-5)
Top