Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Playtest the ARTIFICER (Kickstarter backers only)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="thelordofthemorning" data-source="post: 8482215" data-attributes="member: 6811375"><p>So, from a purely mechanical stand point, I love it. So much better than O5e artificer.</p><p></p><p>I am a little grumpy about it being so completely <em>not</em> appropriate for every campaign setting flavorwise, specifically that the technological aspect makes it not really appropriate to a lot of more traditional fantasy or or medieval sword and sorcery settings, which is what I tend to prefer. The techno-magical approach is certainly a valid one for the artificer, but it's not the only one, and I would have preferred the base class to be presented in a slightly more flexible manner. However, I don't think that is necessarily a deal breaker, as other than the Engineer subclass I think this can be fairly easily reflavored/reskinned to fit into a less technological setting. Just in case anyone else shares my preferences and is interested, here's a rough draft of me rewritten non-techno flavor for the A5e Artificer:</p><p></p><p><em>Artificers are those who thirst for arcane knowledge and power, and more importantly for new arcane knowledge and power. They find the hide bound traditions, ancient "wisdom", and esoteric rituals of traditional magical practice to be narrowminded and stifling, and so they set out on their own in search of new, unorthodox means of channeling magic. Magic is an inherently unpredictable and dangerous thing, and though artificers risk life and limb and frequent failure in their experiments, they attempt to insulate themselves somewhat from the unpredictable risks of their recklessness by focusing on sympathetic magic, the channeling of mystical energies through physical objects and foci and the harnessing of the innate magical properties of strange alchemic substances, as opposed to directly casting spells. This reliance on physical implements means that many artificers come from a background of being mundane craftsman, and those who do not quickly develop such skills out of necessity. Most interestingly of all, their studies give them unique insight into the supremely difficult and costly creation, use, and powering of magical items, insight even the greatest of traditional wizards and sorcerers cannot replicate, much to their consternation.</em></p><p></p><p>Spell inventions become unstable foci, bombardier either makes their bombs more explicitly magical (mini fireball you can throw) or emphasizes their alchemical nature (supped up alchemist fire or acid flask), stitcher is pretty much good to go, drop the engineer, add in the O5e artificer alchemist if you really want a third (ideally tweaking it first since O5e alchemist sucks), and there you have it.</p></blockquote><p></p>
[QUOTE="thelordofthemorning, post: 8482215, member: 6811375"] So, from a purely mechanical stand point, I love it. So much better than O5e artificer. I am a little grumpy about it being so completely [I]not[/I] appropriate for every campaign setting flavorwise, specifically that the technological aspect makes it not really appropriate to a lot of more traditional fantasy or or medieval sword and sorcery settings, which is what I tend to prefer. The techno-magical approach is certainly a valid one for the artificer, but it's not the only one, and I would have preferred the base class to be presented in a slightly more flexible manner. However, I don't think that is necessarily a deal breaker, as other than the Engineer subclass I think this can be fairly easily reflavored/reskinned to fit into a less technological setting. Just in case anyone else shares my preferences and is interested, here's a rough draft of me rewritten non-techno flavor for the A5e Artificer: [I]Artificers are those who thirst for arcane knowledge and power, and more importantly for new arcane knowledge and power. They find the hide bound traditions, ancient "wisdom", and esoteric rituals of traditional magical practice to be narrowminded and stifling, and so they set out on their own in search of new, unorthodox means of channeling magic. Magic is an inherently unpredictable and dangerous thing, and though artificers risk life and limb and frequent failure in their experiments, they attempt to insulate themselves somewhat from the unpredictable risks of their recklessness by focusing on sympathetic magic, the channeling of mystical energies through physical objects and foci and the harnessing of the innate magical properties of strange alchemic substances, as opposed to directly casting spells. This reliance on physical implements means that many artificers come from a background of being mundane craftsman, and those who do not quickly develop such skills out of necessity. Most interestingly of all, their studies give them unique insight into the supremely difficult and costly creation, use, and powering of magical items, insight even the greatest of traditional wizards and sorcerers cannot replicate, much to their consternation.[/I] Spell inventions become unstable foci, bombardier either makes their bombs more explicitly magical (mini fireball you can throw) or emphasizes their alchemical nature (supped up alchemist fire or acid flask), stitcher is pretty much good to go, drop the engineer, add in the O5e artificer alchemist if you really want a third (ideally tweaking it first since O5e alchemist sucks), and there you have it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Playtest the ARTIFICER (Kickstarter backers only)
Top