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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="Remathilis" data-source="post: 6622466" data-attributes="member: 7635"><p>While the UA: Artificer was poorly done, it still fails the most basic element of adhering to the lore; they are spell-like, but not spells in the narrative sense.</p><p></p><p>For example, take the following quotes from the ECS:</p><p></p><p><em>"[...]artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do."</em></p><p><em></em></p><p><em>"They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes’ spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification: Their trade is magic in its most abstract (they might say purest) form."</em></p><p><em></em></p><p><em>"They bring an unparalleled flexibility to both using and creating such items. In a party that doesn’t include a druid, for example, an artificer can use (or scribe) a scroll of barkskin or wield a staff of the woodlands."</em></p><p></p><p>A wizardficer (that is, any subclass were you start as a wizard and then at second level specialize in magic item creation) invalidates this lore. At first level, they are bound to all the abilities and hindrances of the wizard. He uses a spellbook, material components, is restricted to wizard only items, and casts magic missile, charm person, and any other spell like a wizard does. The only options is to eject all this lore or practically rewrite the wizard class at 2nd level. </p><p></p><p>Option 1 basically eliminates the artificer and just gives the wizard its (few remaining) toys. It can work mechanically, but it invalidates a LOT of the original lore. They cease to be Eberron artificers and just become the classic wizard-with-magic-item creation; which if you use the DMG rules we already have. </p><p></p><p>Option 2 basically says "you play your class totally differently from 2nd level on". Spells that don't target objects are verbotten (and how do we enforce that?) and everything you learn at 1st level becomes invalid. (Well, I can't magic missile the ogre now; you see last level I became an artificer and now my spells only effect objects. If you guys take a short rest, I could build a one shot wand, but just casting it doesn't work anymore.) </p><p></p><p>Basically, it boils down to either making a new class that adheres the the old lore, or forget the lore and just make wizards fill the artificer niche. I'd rather the new class hold onto the old lore than basically give wizards the last artificer's toys, because I can see no way to keep both the lore and use the wizard as a base.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6622466, member: 7635"] While the UA: Artificer was poorly done, it still fails the most basic element of adhering to the lore; they are spell-like, but not spells in the narrative sense. For example, take the following quotes from the ECS: [I]"[...]artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do." "They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes’ spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification: Their trade is magic in its most abstract (they might say purest) form." "They bring an unparalleled flexibility to both using and creating such items. In a party that doesn’t include a druid, for example, an artificer can use (or scribe) a scroll of barkskin or wield a staff of the woodlands."[/I] A wizardficer (that is, any subclass were you start as a wizard and then at second level specialize in magic item creation) invalidates this lore. At first level, they are bound to all the abilities and hindrances of the wizard. He uses a spellbook, material components, is restricted to wizard only items, and casts magic missile, charm person, and any other spell like a wizard does. The only options is to eject all this lore or practically rewrite the wizard class at 2nd level. Option 1 basically eliminates the artificer and just gives the wizard its (few remaining) toys. It can work mechanically, but it invalidates a LOT of the original lore. They cease to be Eberron artificers and just become the classic wizard-with-magic-item creation; which if you use the DMG rules we already have. Option 2 basically says "you play your class totally differently from 2nd level on". Spells that don't target objects are verbotten (and how do we enforce that?) and everything you learn at 1st level becomes invalid. (Well, I can't magic missile the ogre now; you see last level I became an artificer and now my spells only effect objects. If you guys take a short rest, I could build a one shot wand, but just casting it doesn't work anymore.) Basically, it boils down to either making a new class that adheres the the old lore, or forget the lore and just make wizards fill the artificer niche. I'd rather the new class hold onto the old lore than basically give wizards the last artificer's toys, because I can see no way to keep both the lore and use the wizard as a base. [/QUOTE]
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Community
General Tabletop Discussion
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Proficiencies don't make the class. Do they?
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