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Does the Artificer Suck?
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<blockquote data-quote="tetrasodium" data-source="post: 8175228" data-attributes="member: 93670"><p>Your assertion that the unfinished design outline is guidance not a rule is correct.... I agree entirely as that is the purpose of a <a href="https://en.wikipedia.org/wiki/Outline_of_design" target="_blank"><span style="font-size: 26px"><strong>design outline</strong></span></a> so there is guidance to follow while the designer is completing the thing it outlines. In this case the "thing" would be a completed set of crafting rules. I'm not the one who has been claiming that it's a completed or even acceptable rule. If it's simply <em>guidance</em> then obviously it can't be considered completed <em>rules </em>for crafting magic items but I can't help noticing you aren't trying to correct anyone who has been pointing at that "guidance" provided by the design outline saying it's a completed system of rules for crafting magic items. In fact you don't seem to even be going that far while saying that it fills the need so he problem is with anyone who has a playstyle that causes them to disagree. Imagine rules for a card game that at no point even mentions how many cards the dealer should deal each player at the start. the artificer ability to spend half the gold & a quarter of the time crafting (un)common items is an objective mechanical rule that falls apart when paired with the mere "guidance" provide by a design outline.</p><p></p><p>Like it or not, despite the attempts to make it something else by removing portions of the rules & leaving others to be finished by the gm d&d is still a tactical combat game with some story & roleplaying elements mixed in & that remains the case no matter how thin the layer of tactics is. That's why the system has things such as levels & monster CR. 5e's omissions will never make it into something like a shared narrative roleplaying game that goes a different route, <a href="https://www.youtube.com/watch?v=NOFXtAHg7vU" target="_blank">here</a> is a great example of such a game. Regardless of if that not a tactical combat game with roleplaying elements goal is what Mearls Crawford or whoever it is at at wotc that really wishes what the one true way of that 5e was having a class with a line item of <em>"If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold"</em> means that those elements are no longer something that can be <a href="https://www.enworld.org/threads/does-the-artificer-suck.677667/post-8175068" target="_blank">"guidance that DMs can choose which version, or none, they want to use"</a> unless the class with that line item has variants that come into play when the gm finishes that system in ways that hamstring or overpower that class.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8175228, member: 93670"] Your assertion that the unfinished design outline is guidance not a rule is correct.... I agree entirely as that is the purpose of a [URL='https://en.wikipedia.org/wiki/Outline_of_design'][SIZE=7][B]design outline[/B][/SIZE][/URL] so there is guidance to follow while the designer is completing the thing it outlines. In this case the "thing" would be a completed set of crafting rules. I'm not the one who has been claiming that it's a completed or even acceptable rule. If it's simply [I]guidance[/I] then obviously it can't be considered completed [I]rules [/I]for crafting magic items but I can't help noticing you aren't trying to correct anyone who has been pointing at that "guidance" provided by the design outline saying it's a completed system of rules for crafting magic items. In fact you don't seem to even be going that far while saying that it fills the need so he problem is with anyone who has a playstyle that causes them to disagree. Imagine rules for a card game that at no point even mentions how many cards the dealer should deal each player at the start. the artificer ability to spend half the gold & a quarter of the time crafting (un)common items is an objective mechanical rule that falls apart when paired with the mere "guidance" provide by a design outline. Like it or not, despite the attempts to make it something else by removing portions of the rules & leaving others to be finished by the gm d&d is still a tactical combat game with some story & roleplaying elements mixed in & that remains the case no matter how thin the layer of tactics is. That's why the system has things such as levels & monster CR. 5e's omissions will never make it into something like a shared narrative roleplaying game that goes a different route, [URL='https://www.youtube.com/watch?v=NOFXtAHg7vU']here[/URL] is a great example of such a game. Regardless of if that not a tactical combat game with roleplaying elements goal is what Mearls Crawford or whoever it is at at wotc that really wishes what the one true way of that 5e was having a class with a line item of [I]"If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold"[/I] means that those elements are no longer something that can be [URL='https://www.enworld.org/threads/does-the-artificer-suck.677667/post-8175068']"guidance that DMs can choose which version, or none, they want to use"[/URL] unless the class with that line item has variants that come into play when the gm finishes that system in ways that hamstring or overpower that class. [/QUOTE]
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