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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="nomotog" data-source="post: 6606909" data-attributes="member: 6691958"><p>One reason to make the artificer their own class is that you can spin other classes off it. The artificer has a unique flavor and mechanic in that they are basically the tech class. They are guy who makes stuff and that is kind of a common archetype. You can spin off alchemists, mad science, engineers, ect.</p><p></p><p>I think there are enough abilities to fill a class. You have the item crafting that could include more then just the items that everyone can craft. You don't have to limit their crafting to just the items in the DMG (In fact it might be smart to give them their own personal list of items they can craft to help control balance.) Give them their crafting reserve to help pay for it. Add in the ability modify items by switching out elements, or even temporary change the entire item. (With the right shake, I'll turn this stone skin potion into a healing one.) Give them abilities to use items better the old meta magic wand ability, or the duel wielding wand feat. Add in a dash of proficiency expertise to taste and don't forget the homunculi.</p><p></p><p>The tricky part would be balancing a class who's main power is in an item that can be mass produced and given out. (You could do something like make the items temporary, or make it so they can only have so many made at once, but that would just end up not feeling right. Don't do a potions crafted per day thing. It just screams artificial game mechanic.)</p></blockquote><p></p>
[QUOTE="nomotog, post: 6606909, member: 6691958"] One reason to make the artificer their own class is that you can spin other classes off it. The artificer has a unique flavor and mechanic in that they are basically the tech class. They are guy who makes stuff and that is kind of a common archetype. You can spin off alchemists, mad science, engineers, ect. I think there are enough abilities to fill a class. You have the item crafting that could include more then just the items that everyone can craft. You don't have to limit their crafting to just the items in the DMG (In fact it might be smart to give them their own personal list of items they can craft to help control balance.) Give them their crafting reserve to help pay for it. Add in the ability modify items by switching out elements, or even temporary change the entire item. (With the right shake, I'll turn this stone skin potion into a healing one.) Give them abilities to use items better the old meta magic wand ability, or the duel wielding wand feat. Add in a dash of proficiency expertise to taste and don't forget the homunculi. The tricky part would be balancing a class who's main power is in an item that can be mass produced and given out. (You could do something like make the items temporary, or make it so they can only have so many made at once, but that would just end up not feeling right. Don't do a potions crafted per day thing. It just screams artificial game mechanic.) [/QUOTE]
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Proficiencies don't make the class. Do they?
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