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Changing the Artificer from Unearthed Arcana PEACH
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<blockquote data-quote="DEFCON 1" data-source="post: 6896459" data-attributes="member: 7006"><p>In my opinion, the various types of Artificers would follow along the Wizard path. The Wizard's spells are broken into Schools (or types) of magic and a character specializes in one of them (while still being able to use all of them). The Artificer should specialize in one type (or Curriculum) of magical technology while still being able to use the others. The various types of artificing could include things like alchemy, scroll-writing, runecarving, clockwork machinery, magitech item creation, and true engineering/science.</p><p></p><p>But if you are going to bother to make this class for the game, then hopefully you'll also spend the time to finalize true item creation and magitech rules so that the class has something to play with. You wouldn't make a bunch of spellcasting classes if you didn't have a full set of spellcasting rules and spells for them to use with it... so I'd hope you wouldn't make a magical infusion class without also having rules for magical infusion creation, plus magical and non-magical science and technology. Airships, tools, potions, trains, scrolls, <em>guns</em> for pete's sake... you have all these bits and bobs of rules involving tinkering, engineering, magitech and science that have no underlying mechanical heft. So if you want to have a class that uses all of that stuff... make sure you give all those things the heft it needs to actually support the class you make for it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6896459, member: 7006"] In my opinion, the various types of Artificers would follow along the Wizard path. The Wizard's spells are broken into Schools (or types) of magic and a character specializes in one of them (while still being able to use all of them). The Artificer should specialize in one type (or Curriculum) of magical technology while still being able to use the others. The various types of artificing could include things like alchemy, scroll-writing, runecarving, clockwork machinery, magitech item creation, and true engineering/science. But if you are going to bother to make this class for the game, then hopefully you'll also spend the time to finalize true item creation and magitech rules so that the class has something to play with. You wouldn't make a bunch of spellcasting classes if you didn't have a full set of spellcasting rules and spells for them to use with it... so I'd hope you wouldn't make a magical infusion class without also having rules for magical infusion creation, plus magical and non-magical science and technology. Airships, tools, potions, trains, scrolls, [i]guns[/i] for pete's sake... you have all these bits and bobs of rules involving tinkering, engineering, magitech and science that have no underlying mechanical heft. So if you want to have a class that uses all of that stuff... make sure you give all those things the heft it needs to actually support the class you make for it. [/QUOTE]
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