Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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 to be released in February
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="DEFCON 1" data-source="post: 7771868" data-attributes="member: 7006"><p>If I thought there was a narrative hole that only a new class could fill, I'd be all for it. That's one of the reasons why I like the Artificer-- because in the Eberron campaign setting specifically... a setting that puts a premium on magitech and magical items being much more prevalent... having a class specifically built to provide them makes for a fuller setting. That's also why I love kibbletasty's Artificer revamp-- because Eberron can <em>easily</em> support the six different subclassed versions of it, and having each one get its own list of "invocations" adds to it. Complex? Sure. But very people choose to play in Eberron because they want an "easier" D&D experience than the Forgotten Realms.</p><p></p><p>As far as other classes are concerned? If a setting has a hole to fill, then I'm good with them making one. But at the same time if it can be filled by subclasses of existing classes, I'm good with that too. Truth be told, I don't need/require more or less than we have, and would have been fine with whatever WotC had given us. Had they given us just the Core Four and all the other current classes were merely subclasses of the Core Four? That would have been fine. Or if the subclass system didn't exist and all the thematic subclasses we currently have had all been individual 20-level classes? I'd have been okay with that format too.</p><p></p><p>Because at the end of the day... whether or not themes are classes or subclasses or backgrounds really just come down to game mechanics. How many different groups of 20 levels worth of game mechanics do we receive... or how many groups of 3 or 4 levels worth of new mechanics we get layered on top of other 20 levels, or how many get a single feature worth of mechanics layered on top of all those other things? Which is why none of it really matters to me personally, because I play the game for the narrative and not just to use different game mechanics. If I play 6 rogues in a row and they all use the same 90% of game mechanics each and every time? If I create a different narrative for each of them and they grow and evolve differently over time... I'm good with it. 95% of D&D is rolling the exact same dice in the exact same ways over and over and over and over and over again... so feeling like I need new and different ways for that remaining 5% is a bit extreme.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7771868, member: 7006"] If I thought there was a narrative hole that only a new class could fill, I'd be all for it. That's one of the reasons why I like the Artificer-- because in the Eberron campaign setting specifically... a setting that puts a premium on magitech and magical items being much more prevalent... having a class specifically built to provide them makes for a fuller setting. That's also why I love kibbletasty's Artificer revamp-- because Eberron can [I]easily[/I] support the six different subclassed versions of it, and having each one get its own list of "invocations" adds to it. Complex? Sure. But very people choose to play in Eberron because they want an "easier" D&D experience than the Forgotten Realms. As far as other classes are concerned? If a setting has a hole to fill, then I'm good with them making one. But at the same time if it can be filled by subclasses of existing classes, I'm good with that too. Truth be told, I don't need/require more or less than we have, and would have been fine with whatever WotC had given us. Had they given us just the Core Four and all the other current classes were merely subclasses of the Core Four? That would have been fine. Or if the subclass system didn't exist and all the thematic subclasses we currently have had all been individual 20-level classes? I'd have been okay with that format too. Because at the end of the day... whether or not themes are classes or subclasses or backgrounds really just come down to game mechanics. How many different groups of 20 levels worth of game mechanics do we receive... or how many groups of 3 or 4 levels worth of new mechanics we get layered on top of other 20 levels, or how many get a single feature worth of mechanics layered on top of all those other things? Which is why none of it really matters to me personally, because I play the game for the narrative and not just to use different game mechanics. If I play 6 rogues in a row and they all use the same 90% of game mechanics each and every time? If I create a different narrative for each of them and they grow and evolve differently over time... I'm good with it. 95% of D&D is rolling the exact same dice in the exact same ways over and over and over and over and over again... so feeling like I need new and different ways for that remaining 5% is a bit extreme. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer UA to be released in February
Top