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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="Staffan" data-source="post: 6607588" data-attributes="member: 907"><p>I think it's less powerful than you think.</p><p></p><p>For one, rituals don't consume any daily resources beyond time - and that's the main reason characters use them. Most classes need to have the spell ready to cast in order to cast it as a ritual, though wizards only need to have it in their spell book. So a cleric doesn't use rituals to be able to fix unexpected problems, they use them to save on spell slots. My Spell-storing item would use up a spell slot - and one of a higher level than a dedicated caster, at that. If you need to sneak the party in somewhere, you could either have the druid cast <em>pass without trace</em> using a 2nd-level slot, or the artificer muck up the equivalent with a 3rd-level slot.</p><p></p><p>Though perhaps the time taken should be knocked up to 10 minutes in order to match rituals.</p><p></p><p>IMO, the major <strong>power</strong> of the 3e artificer lay in getting magic items and being able to use them far better than others. They essentially supercharged the item system that was layered on top of the core class-based system of 3e. They got a bunch of free XP to spend on making items, and could take bonus feats that reduced the gold piece cost of making them - so instead of buying an item worth, say, 10,000 gp they could make it themselves for 3,750 gp. That didn't just make themselves better, it also made the whole party more powerful. They also had the ability to use meta-magic feats with wands and such, letting them do some serious blasting when needed. My version tones this down by a lot, essentially reducing it to saying they don't need to know the right spells to make items, but they still need formulas and spend as much time/money doing it.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6607588, member: 907"] I think it's less powerful than you think. For one, rituals don't consume any daily resources beyond time - and that's the main reason characters use them. Most classes need to have the spell ready to cast in order to cast it as a ritual, though wizards only need to have it in their spell book. So a cleric doesn't use rituals to be able to fix unexpected problems, they use them to save on spell slots. My Spell-storing item would use up a spell slot - and one of a higher level than a dedicated caster, at that. If you need to sneak the party in somewhere, you could either have the druid cast [I]pass without trace[/I] using a 2nd-level slot, or the artificer muck up the equivalent with a 3rd-level slot. Though perhaps the time taken should be knocked up to 10 minutes in order to match rituals. IMO, the major [B]power[/B] of the 3e artificer lay in getting magic items and being able to use them far better than others. They essentially supercharged the item system that was layered on top of the core class-based system of 3e. They got a bunch of free XP to spend on making items, and could take bonus feats that reduced the gold piece cost of making them - so instead of buying an item worth, say, 10,000 gp they could make it themselves for 3,750 gp. That didn't just make themselves better, it also made the whole party more powerful. They also had the ability to use meta-magic feats with wands and such, letting them do some serious blasting when needed. My version tones this down by a lot, essentially reducing it to saying they don't need to know the right spells to make items, but they still need formulas and spend as much time/money doing it. [/QUOTE]
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Community
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Proficiencies don't make the class. Do they?
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