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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer UA has been released!
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="Bacon Bits" data-source="post: 7571483" data-attributes="member: 6777737"><p>Personally, I love it. I think it suits what they're trying to accomplish perfectly. I'm all for having multiple ways for magic to happen.</p><p></p><p></p><p></p><p>Because, from a game design perspective, you're asking for new mechanical game systems for things that don't actually need new mechanical game systems. Balance-wise, spells are a known commodity including how they work with multiclassing. You'll either end up designing something that looks like bad spells that don't scale right because you had to oversimplify the system (e.g., Battlemaster dice) or you're essentially completely re-implementing the entire magic system with the same underlying balancing rules except it has to look like that's <em>not</em> exactly what you've done. It's much easier to just reuse the existing design. It not only saves you the considerable hassle of building two competing game systems that have to be balanced against each other, you also don't have to teach your players a new system from scratch and you don't have to worry that what you're doing is going to work great at one table and completely break down at another. That's why the answer the designers go to is almost always "give it spells and magic." Further, one of the 5e philosophies is to try to keep the rules as simple as practicable. That also pushes design towards re-use of spellcasting and magic and the mechanics.</p><p></p><p>Second of all, people want <em>a class that can build magic items</em>. That's absolutely core to the class concept of an Artifacer. It's what people asked for in 3e, and it's what that Eberron's Artifacer did. It's like the Paladin's Smite Evil or the Bard's music or the Wizard's signature spells or the Rogue's sneak attack. Artifacers make magic items.</p><p></p><p>So, not only is it extremely difficult to do what you're asking, what people are expecting the class to do pretty much requires magic. So, they tell you to use magic, and use spells, but to come up with thematic and narrative components to how your stuff works. Going to cast <em>web</em>? Well, you pull out a glue gun and fire it. The same gun also has a <em>grease</em> mode. Casting <em>expeditious retreat</em>? Rocket skates. <em>Cure wounds</em>? Hypospray. <em>Wall of stone</em>? Instant concrete grenade. Why do you have limited uses? Because the devices are roughly made, slipshod, one-off, hand-crafted, cobbled together prototypes. Just because you're a genius doesn't mean your tools have the precision required for them to work reliably -- <em>in the field</em> no less! They require a lot of maintenance to keep working, and it's exhausting to do it. And, yes, they may of the effects use magic combined with technology to create the result.</p><p></p><p></p><p></p><p>Eh, I don't think preserving the uniqueness of one ability of one subclass is particularly valuable. Particularly when the Homunculus is going to have to expose itself to combat if it wants to help in combat.</p><p></p><p></p><p></p><p>It is now. It made me think of the engineer from Team Fortress 2. I dig it. Realistically, you could call it a golem or construct if the name "turret" bothers you. It moves so slowly and lasts such a short amount of time, it's not going to be around very long.</p><p></p><p></p><p></p><p>100% because it's a half-caster. Note that the class gets a pretty beefy selection of armors. This class, like Bard and (to some degree) Cleric, gets to choose whether they want to be spell-based or weapon-based for basic combat. Bladesinger, too, gets Extra Attack, so full casters with Extra Attack are already a thing.</p><p></p><p>I kind of wish the class could craft a Crossbow of Loading or Repeating Crossbow, however. I suppose you could always take Crossbow Expert, however.</p><p></p><p></p><p></p><p>I don't think we've ever <em>not</em> allowed players to swap out cantrips as long as it's within reason and you ask. I mean, they're described by the game as the most basic spells that you learn. They are, by it's own narrative, so simple that a beginner can memorize them. Even then, cantrips are relatively weak and not major game changers. Yeah, the game expects you to have one useful attack cantrip, but after that it's really all gravy. Granted, Artifacers get much better at swapping cantrips at level 10 than even we would allow, but it's still really not a particularly powerful ability.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7571483, member: 6777737"] Personally, I love it. I think it suits what they're trying to accomplish perfectly. I'm all for having multiple ways for magic to happen. Because, from a game design perspective, you're asking for new mechanical game systems for things that don't actually need new mechanical game systems. Balance-wise, spells are a known commodity including how they work with multiclassing. You'll either end up designing something that looks like bad spells that don't scale right because you had to oversimplify the system (e.g., Battlemaster dice) or you're essentially completely re-implementing the entire magic system with the same underlying balancing rules except it has to look like that's [I]not[/I] exactly what you've done. It's much easier to just reuse the existing design. It not only saves you the considerable hassle of building two competing game systems that have to be balanced against each other, you also don't have to teach your players a new system from scratch and you don't have to worry that what you're doing is going to work great at one table and completely break down at another. That's why the answer the designers go to is almost always "give it spells and magic." Further, one of the 5e philosophies is to try to keep the rules as simple as practicable. That also pushes design towards re-use of spellcasting and magic and the mechanics. Second of all, people want [I]a class that can build magic items[/I]. That's absolutely core to the class concept of an Artifacer. It's what people asked for in 3e, and it's what that Eberron's Artifacer did. It's like the Paladin's Smite Evil or the Bard's music or the Wizard's signature spells or the Rogue's sneak attack. Artifacers make magic items. So, not only is it extremely difficult to do what you're asking, what people are expecting the class to do pretty much requires magic. So, they tell you to use magic, and use spells, but to come up with thematic and narrative components to how your stuff works. Going to cast [I]web[/I]? Well, you pull out a glue gun and fire it. The same gun also has a [I]grease[/I] mode. Casting [I]expeditious retreat[/I]? Rocket skates. [I]Cure wounds[/I]? Hypospray. [I]Wall of stone[/I]? Instant concrete grenade. Why do you have limited uses? Because the devices are roughly made, slipshod, one-off, hand-crafted, cobbled together prototypes. Just because you're a genius doesn't mean your tools have the precision required for them to work reliably -- [I]in the field[/I] no less! They require a lot of maintenance to keep working, and it's exhausting to do it. And, yes, they may of the effects use magic combined with technology to create the result. Eh, I don't think preserving the uniqueness of one ability of one subclass is particularly valuable. Particularly when the Homunculus is going to have to expose itself to combat if it wants to help in combat. It is now. It made me think of the engineer from Team Fortress 2. I dig it. Realistically, you could call it a golem or construct if the name "turret" bothers you. It moves so slowly and lasts such a short amount of time, it's not going to be around very long. 100% because it's a half-caster. Note that the class gets a pretty beefy selection of armors. This class, like Bard and (to some degree) Cleric, gets to choose whether they want to be spell-based or weapon-based for basic combat. Bladesinger, too, gets Extra Attack, so full casters with Extra Attack are already a thing. I kind of wish the class could craft a Crossbow of Loading or Repeating Crossbow, however. I suppose you could always take Crossbow Expert, however. I don't think we've ever [I]not[/I] allowed players to swap out cantrips as long as it's within reason and you ask. I mean, they're described by the game as the most basic spells that you learn. They are, by it's own narrative, so simple that a beginner can memorize them. Even then, cantrips are relatively weak and not major game changers. Yeah, the game expects you to have one useful attack cantrip, but after that it's really all gravy. Granted, Artifacers get much better at swapping cantrips at level 10 than even we would allow, but it's still really not a particularly powerful ability. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer UA has been released!
Top