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Community
General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="steeldragons" data-source="post: 6622772" data-attributes="member: 92511"><p>Or at least material (you need your gadget/liquid/whatever you're "infusing") and somatic (you need to fiddle/tinker with it, etch runes, whatever). I could see an artificer not requiring chanting or arcane phrases.</p><p></p><p>I don't know if this fixes all the hullabaloo, but I had the idea that may seem to satisfy both sides of this lengthy argument...</p><p></p><p>The new, full class is called "The Infuser": a PC that is a highly skilled and specialized magic-worker who "infuses" objects and/or targets with their magical know-how and skills.</p><p>So, subclass one (the "default" one) is Artificer.</p><p>Sub class two: Alchemist.</p><p>Subclass three...I'm not sure but I'm sure there is one I just can't think of right now.</p><p></p><p>New, artificer as full class with some of its general stuff (armor & weapons, maybe skill or two) and specific mechnical niche - "infusin' stuff", done.</p><p>New artificer as subclass with their very particularly specific "artificer" stuff, done.</p><p>Way to slip in a little alchemist action at the same time for those games/campaigns/settings where an alchemist might be a possibility where Eberron's setting-specific "magi-tech steampunk mechanic" might not be. Done.</p><p></p><p>All teams win. All players get more options. All implementation makes sense. The general/broader archetype warrants its own mechanics, proficiencies, and some skills while the subclasses cover more specific -flavored skills and features.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6622772, member: 92511"] Or at least material (you need your gadget/liquid/whatever you're "infusing") and somatic (you need to fiddle/tinker with it, etch runes, whatever). I could see an artificer not requiring chanting or arcane phrases. I don't know if this fixes all the hullabaloo, but I had the idea that may seem to satisfy both sides of this lengthy argument... The new, full class is called "The Infuser": a PC that is a highly skilled and specialized magic-worker who "infuses" objects and/or targets with their magical know-how and skills. So, subclass one (the "default" one) is Artificer. Sub class two: Alchemist. Subclass three...I'm not sure but I'm sure there is one I just can't think of right now. New, artificer as full class with some of its general stuff (armor & weapons, maybe skill or two) and specific mechnical niche - "infusin' stuff", done. New artificer as subclass with their very particularly specific "artificer" stuff, done. Way to slip in a little alchemist action at the same time for those games/campaigns/settings where an alchemist might be a possibility where Eberron's setting-specific "magi-tech steampunk mechanic" might not be. Done. All teams win. All players get more options. All implementation makes sense. The general/broader archetype warrants its own mechanics, proficiencies, and some skills while the subclasses cover more specific -flavored skills and features. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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