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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="Minigiant" data-source="post: 6622821" data-attributes="member: 63508"><p>Unfortunately it won't fix the problem.</p><p></p><p>The crux of the issue is the 3rd and 4th artificer lore is great but the mechanics directly translated are unpowered, wonky, and unbalanced. The easiest solution is to adjust lore and make artificers into a wizard subclass and give them bonus spells and proficiencies instead of normal school based power. The hard solution is for artificer fans to create a unique mechanic which retains all lore and playstyle.</p><p></p><p>Basically the "fighter problem". The old class features (hp and weapon/armor proficincies) are minor in this edition. You have to make new ones or drop the class to subclass.</p><p></p><p></p><p></p><p>You noticed how the bard changed in 4e and then in 5e?</p><p></p><p>Bards </p><p>Became full spellcasters with 9 levers of magic</p><p>Have inspiration dice</p><p>Have expertise</p><p>Can learn spells from any class</p><p></p><p>Bards changed in this edition. They had to get its power up to other real casters. And it gained unique features: inspiration and secrets.</p><p></p><p>Artificers have to change mechanically in a unique manner as well to be a full class. They also have to get their power to line up with other classes. THERE ARE NO OTHER OPTIONS.Failure to do so will get you an unbalanced class.</p><p></p><p>---</p><p>Let's start with the easy questions.</p><p></p><p>Are you willing to go to 9 levels of infusions. Half casters don't have enough power to not go into weapon focus in 5th edition.</p><p></p><p>Are you willing to make artificers to focus on weapons over infusions. Haft caster focus more on weapons over magic.</p><p></p><p>Are you willing to have artificers cantrip spam by default for artificers? Without 9th level magic or extreme weapon combat focus, all their is left are cantrip spam.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6622821, member: 63508"] Unfortunately it won't fix the problem. The crux of the issue is the 3rd and 4th artificer lore is great but the mechanics directly translated are unpowered, wonky, and unbalanced. The easiest solution is to adjust lore and make artificers into a wizard subclass and give them bonus spells and proficiencies instead of normal school based power. The hard solution is for artificer fans to create a unique mechanic which retains all lore and playstyle. Basically the "fighter problem". The old class features (hp and weapon/armor proficincies) are minor in this edition. You have to make new ones or drop the class to subclass. You noticed how the bard changed in 4e and then in 5e? Bards Became full spellcasters with 9 levers of magic Have inspiration dice Have expertise Can learn spells from any class Bards changed in this edition. They had to get its power up to other real casters. And it gained unique features: inspiration and secrets. Artificers have to change mechanically in a unique manner as well to be a full class. They also have to get their power to line up with other classes. THERE ARE NO OTHER OPTIONS.Failure to do so will get you an unbalanced class. --- Let's start with the easy questions. Are you willing to go to 9 levels of infusions. Half casters don't have enough power to not go into weapon focus in 5th edition. Are you willing to make artificers to focus on weapons over infusions. Haft caster focus more on weapons over magic. Are you willing to have artificers cantrip spam by default for artificers? Without 9th level magic or extreme weapon combat focus, all their is left are cantrip spam. [/QUOTE]
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Proficiencies don't make the class. Do they?
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