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<blockquote data-quote="Tony Vargas" data-source="post: 7029696" data-attributes="member: 996"><p>Neither an edge case nor conceptually doing things requiring magic, at all. Rather, D&D has long neglected things that can be done without magic, to provide magic exclusive 'niche protected' coverage of those same things. In genre, for instance, there may be a Priest (and he won't be called a Cleric) but it's unlikely he'll go on the adventure and frequently 'heal' the hero in the middle of a fight - the Priest might heal or even raise a fallen secondary character outside of combat. Or a mundane or even merely mystical (or freakishly pseudo-scientific, like Miracle Max in Princess Bride) healer might provide similar services. In D&D, the former contrary-to-genre in-combat-glowy-'healing' is obligatory, the latter non-combat/less-magical genre-typical healing, underpowered, in the case of not-so-magical, in the name of 'realism.' </p><p>In genre, you'll also have a hero, supporting-cast leader, or even plucky side-kick, who provides inspiration, advice, re-assurance, or even just a significant look or a need for aid, at a critical moment, and the exhausted troops rally or the battered hero comes from behind and carries the day. D&D only ever touched that trope with the Warlord, and it doesn't require magic - indeed, magic could cheapen it. It's hardly an 'edge case,' either - unlike the pious guy standing behind you making you wounds disappear every six seconds.</p><p> I didn't mean to imply non-magical artificer when I said non-casting and 'fantasy engineer.' Just one who can make fantastic devices, but not cast spells in the heat of the moment.</p><p></p><p>[quoe] No. All the <em>setting </em>requires is a class able to create magical items, both permanent and temporary. Both UA Artificers can do that. Ability to wear armour and dismantle purely mechanical traps for example are class mechanics that the 3.5 artificer had but aren't required by the position of 'artificer' in the setting.</p></blockquote><p>'Temporary' (as in only with the Artificer there to keep them running with his 'slots,' in the above idea) would cut it, IMHO, if the campaign wasn't high-magic-item and needing an excuse for all those items anyway.</p><p>[/QUOTE]</p>
[QUOTE="Tony Vargas, post: 7029696, member: 996"] Neither an edge case nor conceptually doing things requiring magic, at all. Rather, D&D has long neglected things that can be done without magic, to provide magic exclusive 'niche protected' coverage of those same things. In genre, for instance, there may be a Priest (and he won't be called a Cleric) but it's unlikely he'll go on the adventure and frequently 'heal' the hero in the middle of a fight - the Priest might heal or even raise a fallen secondary character outside of combat. Or a mundane or even merely mystical (or freakishly pseudo-scientific, like Miracle Max in Princess Bride) healer might provide similar services. In D&D, the former contrary-to-genre in-combat-glowy-'healing' is obligatory, the latter non-combat/less-magical genre-typical healing, underpowered, in the case of not-so-magical, in the name of 'realism.' In genre, you'll also have a hero, supporting-cast leader, or even plucky side-kick, who provides inspiration, advice, re-assurance, or even just a significant look or a need for aid, at a critical moment, and the exhausted troops rally or the battered hero comes from behind and carries the day. D&D only ever touched that trope with the Warlord, and it doesn't require magic - indeed, magic could cheapen it. It's hardly an 'edge case,' either - unlike the pious guy standing behind you making you wounds disappear every six seconds. I didn't mean to imply non-magical artificer when I said non-casting and 'fantasy engineer.' Just one who can make fantastic devices, but not cast spells in the heat of the moment. [quoe] No. All the [I]setting [/I]requires is a class able to create magical items, both permanent and temporary. Both UA Artificers can do that. Ability to wear armour and dismantle purely mechanical traps for example are class mechanics that the 3.5 artificer had but aren't required by the position of 'artificer' in the setting.[/QUOTE] 'Temporary' (as in only with the Artificer there to keep them running with his 'slots,' in the above idea) would cut it, IMHO, if the campaign wasn't high-magic-item and needing an excuse for all those items anyway. [/QUOTE]
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