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Proficiencies don't make the class. Do they?
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<blockquote data-quote="Mephista" data-source="post: 6607039" data-attributes="member: 6786252"><p>Traditional artificer classses from various games (TT, video, etc) tend to have five branches - </p><p>Alchemist (healing tonics)</p><p>Explosives (explosive wands in 3e)</p><p>Golem/mechanical pets </p><p>Magic Gun (enchanted crossbow bolts in this case) - if you want melee, this can be made generic enough to not care if your weapon is ranged or melee. However, the design of this branch should focus on crossbows and hammers as the "ideal" weapons for an artificer, much like barbarian favors the greataxe by design. </p><p></p><p>Traps (along with poison) don't feel very artificer-y to me; I personally would expect that to be more of a rogue thing, myself. However, if you put rune magic into the artificer, I would expect Symbol magics, which are kinda trap-ish.</p><p></p><p></p><p></p><p>--------------------------------</p><p></p><p></p><p>A side note about half- (and third-) casters while we're here. Paladins, Rangers, as well as the Eldritch Knight and Arcane Trickster, aren't just warriors + cleric/druid/wizard spells tacked on. Well, it might seem like it, but there's an important synergistic aspect that these classes have, especially the Paladin and Ranger, designed to be half-caster from the ground up. Bonus action spells to go with the weapons.</p><p></p><p>I cannot emphasize enough how important that is. It takes a while for the E.K. and A.T. to reach the level where they're doing it consistantly with their cantrips, but its a core part of these less-than-full-caster class. </p><p></p><p>Making an artificer, as a whole, a half-caster is going to need to emphasize that as well. And, as we saw with the bard play test, that kind of design gets in the way of a subclass path that wants to focus on more magical combat (like the explosive grenadier types). You can make a full caster into a magic-weapon-user fairly easily (valor, blade pact, moon circle, war cleric, favored soul), but the reverse is not true. </p><p></p><p>So, while the magic crossbow/hammer style works with half caster, I submit that other styles will not. I don't see any way around an alchemist class needed full spell slot progression.</p></blockquote><p></p>
[QUOTE="Mephista, post: 6607039, member: 6786252"] Traditional artificer classses from various games (TT, video, etc) tend to have five branches - Alchemist (healing tonics) Explosives (explosive wands in 3e) Golem/mechanical pets Magic Gun (enchanted crossbow bolts in this case) - if you want melee, this can be made generic enough to not care if your weapon is ranged or melee. However, the design of this branch should focus on crossbows and hammers as the "ideal" weapons for an artificer, much like barbarian favors the greataxe by design. Traps (along with poison) don't feel very artificer-y to me; I personally would expect that to be more of a rogue thing, myself. However, if you put rune magic into the artificer, I would expect Symbol magics, which are kinda trap-ish. -------------------------------- A side note about half- (and third-) casters while we're here. Paladins, Rangers, as well as the Eldritch Knight and Arcane Trickster, aren't just warriors + cleric/druid/wizard spells tacked on. Well, it might seem like it, but there's an important synergistic aspect that these classes have, especially the Paladin and Ranger, designed to be half-caster from the ground up. Bonus action spells to go with the weapons. I cannot emphasize enough how important that is. It takes a while for the E.K. and A.T. to reach the level where they're doing it consistantly with their cantrips, but its a core part of these less-than-full-caster class. Making an artificer, as a whole, a half-caster is going to need to emphasize that as well. And, as we saw with the bard play test, that kind of design gets in the way of a subclass path that wants to focus on more magical combat (like the explosive grenadier types). You can make a full caster into a magic-weapon-user fairly easily (valor, blade pact, moon circle, war cleric, favored soul), but the reverse is not true. So, while the magic crossbow/hammer style works with half caster, I submit that other styles will not. I don't see any way around an alchemist class needed full spell slot progression. [/QUOTE]
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Community
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Proficiencies don't make the class. Do they?
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