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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Power Classes VI - Artificer
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="GameWyrd" data-source="post: 2010069" data-attributes="member: 1103"><p>Mongoose’s Power Classes are, I think, one of last year’s surprise hits. The books are tiny, too small really to be called books and I’m surprised they’re allowed to claim an ISBN. They’re booklets, 16 thin pages between a card stock cover and stapled together. They’re actually rather robust. The idea behind the power class is value for money. US$2.95 gets you a single new core class, a little crunch dressing in the form of new feats or equipment and nothing else. In other words, just what you need to use the class. </p><p></p><p>The Artificer is the sixth book in the power class series and the second book in the second batch. The illustration of the Artificer on the booklet’s cover is quite subtle. I think you’ll notice the blonde hair and the crossbow first. Look again at the elbow joint in the armour; it’s specially hinged. Look at the Artificer’s foot; it looks almost robotic. </p><p></p><p>The main problem with the Artificer as a new core class is that it doesn’t make a good player character class. Artificers aren’t up to much unless they have access to their workshop and the tools of their trade. I think it is unlikely that these masters of creation will want to leave their workshops for very long just to go around destroying things. The other problem with the Artificer that hits me is the common XP drain in d20. In order to try and keep core classes balanced the Artificer must pay XP points whenever he builds one of his enhanced creations. The Artificer who locks himself in a workshop and never builds a single device will be a more experienced Artificer than one who looks himself in a workshop and builds a vast collection of weird and wonderful creations. </p><p></p><p>I wasn’t put off by those two problems. The Druid doesn’t make a good adventuring class and this XP spending requirement strikes in many places. It’s easy to shrug off these problems in the face of such an evocative character class. The Artificer is something different. The blending of magic and machinery is ideal for steampunk and still perfectly suited to fantasy. The Mechanomagical class abilities invite inspiration. Mechanomagical weapons are built by taking a non-magical weapon and having it enhanced and modified by the Aritificer. The mechanomagical weapon can now deal extra damage but the extra weight makes it harder to wield. Similar enhancements can be worked into Mechanomagical armour. Mundane weapons can also be infused with elemental force. At higher levels the Artificer can invent and construct increasingly fantastic machines, artificial limbs that can be spliced into flesh and even put real life into an unliving shell. </p><p></p><p>The meat, or should I say steel, of the Artificer’s abilities is the way in which he can infuse spells into equipment. You just use the standard Wiz/Sor spell list for the Artificer and if he knows the spell then he can build it into a construct as a special ability. The Artificer is, perhaps uniquely, suited to both high and low fantasy. If you want to reel back d20 core plethora of magic and yet not have to redesign the whole system then the Artificer lets you do this. On the other hand, if you’re already in a high fantasy setting in which mechanic contraptions defending themselves with fireballs would be suited then you can turn to the Artificer. </p><p></p><p>The extra pages in the booklet offer up some example mechanomagical equipment. I hadn’t quite released from reading the class abilities that machines of sort of style presented was possible. It is good to see that they area, but I think the GM will have a lot of tough calls to make as to the complexity of different devices. There is the new mechanomagical skill and a pair of new feats too. In all, this power class booklet gets the thumbs up. </p><p></p><p> * This <a href="http://www.gamewyrd.com/review/224" target="_blank">Power Classes: Artificer</a> review was first posted at <a href="http://www.gamewyrd.com" target="_blank">GameWyrd</a>.</p></blockquote><p></p>
[QUOTE="GameWyrd, post: 2010069, member: 1103"] Mongoose’s Power Classes are, I think, one of last year’s surprise hits. The books are tiny, too small really to be called books and I’m surprised they’re allowed to claim an ISBN. They’re booklets, 16 thin pages between a card stock cover and stapled together. They’re actually rather robust. The idea behind the power class is value for money. US$2.95 gets you a single new core class, a little crunch dressing in the form of new feats or equipment and nothing else. In other words, just what you need to use the class. The Artificer is the sixth book in the power class series and the second book in the second batch. The illustration of the Artificer on the booklet’s cover is quite subtle. I think you’ll notice the blonde hair and the crossbow first. Look again at the elbow joint in the armour; it’s specially hinged. Look at the Artificer’s foot; it looks almost robotic. The main problem with the Artificer as a new core class is that it doesn’t make a good player character class. Artificers aren’t up to much unless they have access to their workshop and the tools of their trade. I think it is unlikely that these masters of creation will want to leave their workshops for very long just to go around destroying things. The other problem with the Artificer that hits me is the common XP drain in d20. In order to try and keep core classes balanced the Artificer must pay XP points whenever he builds one of his enhanced creations. The Artificer who locks himself in a workshop and never builds a single device will be a more experienced Artificer than one who looks himself in a workshop and builds a vast collection of weird and wonderful creations. I wasn’t put off by those two problems. The Druid doesn’t make a good adventuring class and this XP spending requirement strikes in many places. It’s easy to shrug off these problems in the face of such an evocative character class. The Artificer is something different. The blending of magic and machinery is ideal for steampunk and still perfectly suited to fantasy. The Mechanomagical class abilities invite inspiration. Mechanomagical weapons are built by taking a non-magical weapon and having it enhanced and modified by the Aritificer. The mechanomagical weapon can now deal extra damage but the extra weight makes it harder to wield. Similar enhancements can be worked into Mechanomagical armour. Mundane weapons can also be infused with elemental force. At higher levels the Artificer can invent and construct increasingly fantastic machines, artificial limbs that can be spliced into flesh and even put real life into an unliving shell. The meat, or should I say steel, of the Artificer’s abilities is the way in which he can infuse spells into equipment. You just use the standard Wiz/Sor spell list for the Artificer and if he knows the spell then he can build it into a construct as a special ability. The Artificer is, perhaps uniquely, suited to both high and low fantasy. If you want to reel back d20 core plethora of magic and yet not have to redesign the whole system then the Artificer lets you do this. On the other hand, if you’re already in a high fantasy setting in which mechanic contraptions defending themselves with fireballs would be suited then you can turn to the Artificer. The extra pages in the booklet offer up some example mechanomagical equipment. I hadn’t quite released from reading the class abilities that machines of sort of style presented was possible. It is good to see that they area, but I think the GM will have a lot of tough calls to make as to the complexity of different devices. There is the new mechanomagical skill and a pair of new feats too. In all, this power class booklet gets the thumbs up. * This [url=http://www.gamewyrd.com/review/224]Power Classes: Artificer[/url] review was first posted at [url=http://www.gamewyrd.com]GameWyrd[/url]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Power Classes VI - Artificer
Top