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*Dungeons & Dragons
Giving the arcane gish an identity.
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<blockquote data-quote="Tinker-TDC" data-source="post: 8325714" data-attributes="member: 6802653"><p>I think of all the options currently available the Artificer is by far the best at representing what I'm looking for so far.</p><p></p><p>I even think if there was a Tasha's option to swap out certain class abilities like it did with the ranger it would be a good chassis.</p><p></p><p>Change "Magical Tinkering" to a bonus cantrip or a weapon ribbon ability.</p><p>Change "Tools Required" to "Weapons Required".</p><p>Change "Infuse Item" to something akin to maneuvers but explicitly magical that may or may not spend a spell slot.</p><p>Add a few weapon-focused subclasses.</p><p>Change "The Right Tool for the Job" into another weapon ribbon.</p><p>Change "Tool Expertise" into...well, you get the point.</p><p></p><p>The Artificer has 11 subclass abilities and of those two (Spellcasting and Flash of Genius) are not based around magic items (what I'd refer to as gadgeteering but I understand some folks might not.) Now I do think if you build specifically for being a melee combatant and you reflavor all your magic item stuff as martial technique stuff and maybe grab a feat for a Fighting Style you'd be able to make a pretty good Swordmage for sure. Just as I think reflavoring a specific Paladin build could make a good swordmage or reflavoring a Ranger could make a good Arcane Archer. </p><p>My major thoughts, though, are that if it were codified as a class it would open up a new it will open up new thought-processes for subclass design and fill out more options from there. </p><p></p><p>Now, I do understand people worried about class bloat and I will say that I am usually in the "more options=better" category for the sake of building options to make an idea come to life. I'll start worrying about class bloat when we exceed...let's say 16 classes.</p></blockquote><p></p>
[QUOTE="Tinker-TDC, post: 8325714, member: 6802653"] I think of all the options currently available the Artificer is by far the best at representing what I'm looking for so far. I even think if there was a Tasha's option to swap out certain class abilities like it did with the ranger it would be a good chassis. Change "Magical Tinkering" to a bonus cantrip or a weapon ribbon ability. Change "Tools Required" to "Weapons Required". Change "Infuse Item" to something akin to maneuvers but explicitly magical that may or may not spend a spell slot. Add a few weapon-focused subclasses. Change "The Right Tool for the Job" into another weapon ribbon. Change "Tool Expertise" into...well, you get the point. The Artificer has 11 subclass abilities and of those two (Spellcasting and Flash of Genius) are not based around magic items (what I'd refer to as gadgeteering but I understand some folks might not.) Now I do think if you build specifically for being a melee combatant and you reflavor all your magic item stuff as martial technique stuff and maybe grab a feat for a Fighting Style you'd be able to make a pretty good Swordmage for sure. Just as I think reflavoring a specific Paladin build could make a good swordmage or reflavoring a Ranger could make a good Arcane Archer. My major thoughts, though, are that if it were codified as a class it would open up a new it will open up new thought-processes for subclass design and fill out more options from there. Now, I do understand people worried about class bloat and I will say that I am usually in the "more options=better" category for the sake of building options to make an idea come to life. I'll start worrying about class bloat when we exceed...let's say 16 classes. [/QUOTE]
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