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How Many 5Es Can There Be?
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<blockquote data-quote="Tony Vargas" data-source="post: 9128514" data-attributes="member: 996"><p>Artificer is a cool concept, certainly, quite steampunk. But, I don't recall what it was at introduction, a Wizard-ish PrC? A class in it's own right? A wizard focused on item creation?</p><p></p><p>I do seem to recall it was focused on creating magic items, which worked seamlessly in 3e, with it's wealth/level & make/buy, but is problematic in 5e, where magic items are more DM-side than ever, without the baroque statistical-balancing of weighted treasure tables, and even the sort of vague item-creation guidelines 1e provided having waited for a supplement. How do you faithfully implement a concept that is contrary to the intended dynamics of play?</p><p></p><p>That, alone, might be making designers reticent about including it, and why it's such an odd, half-caster implementation in 5e.2014...?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9128514, member: 996"] Artificer is a cool concept, certainly, quite steampunk. But, I don't recall what it was at introduction, a Wizard-ish PrC? A class in it's own right? A wizard focused on item creation? I do seem to recall it was focused on creating magic items, which worked seamlessly in 3e, with it's wealth/level & make/buy, but is problematic in 5e, where magic items are more DM-side than ever, without the baroque statistical-balancing of weighted treasure tables, and even the sort of vague item-creation guidelines 1e provided having waited for a supplement. How do you faithfully implement a concept that is contrary to the intended dynamics of play? That, alone, might be making designers reticent about including it, and why it's such an odd, half-caster implementation in 5e.2014...? [/QUOTE]
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