Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 6623464" data-attributes="member: 2067"><p>I don't quite get the intent here - are infusions just ritual spells? If so, why not just give artificers ritual casting? The second bit is basically how cleric spellcasting works, but I'm unclear on the fictional reasoning for it here. For cleircs, it's just "all gods grant this pool of spells, plus domain spells" but for Artificers, there's no force that limits them like that. So why do all artificers know exactly the same inflexible list of infusions? Is every single one like a graduate from the same House Cannith school? If I want to customize my artificer by taking different kinds of rituals, why is that something I can't do? </p><p></p><p>So, ritual casting is a fine ability and makes sense for them. But they're going to need more than that to contribute. The current ritual casters also have spellcasting - should they get that, too? Or should they have some sort of "rituals-only" list (which would put them more in column B or C)?</p><p></p><p></p><p></p><p>I'm confused about the intent here, too. So artificers can use holy avengers? And gain warlock spell slots from the <em>rod of the pact keeper</em>? Is the main idea to have them use wands and scrolls and staves? Does the Charisma check last only for a single use, or does it let them use it indefinitely? And why CHARISMA? Are artificers supposed to be charming and suave and influential leaders? Why isn't figuring out how to use a magic item an Intelligence check, say?</p><p></p><p>This ability seems fine in concept, but I think we should lock down more specifically what the intent is and define it narrowly rather than having DMs frustrated by a party artificer who just takes EVERY magic item for themselves. </p><p></p><p></p><p></p><p>Again, lets not trap alternate item crafting mechanics in a class. The artificer makes scrolls like anyone else makes scrolls (maybe with some time/money advantages). If the DMG rules don't work for that, lets get some ideas for new rules for Eberron and not just give them to an artificer. </p><p></p><p>This mechanic has a more subtle problem as well: this ability works better as an NPC than as a PC. Scribe some scrolls and send your party out with the scrolls and there's no real need for <em>you</em> to be present at all. They come back to town at the end of the day and you top 'em up. In fact, given the ability check to mimic other spells, this also steals thunder from other classes if the artificer DOES tag along. That's not the artificer having its own identity, that's the artificer basically being some other class by proxy. Not cool.</p><p></p><p></p><p></p><p>So looks like you think B-style spellcasting works. That's cool, but then an artificer needs some oomph to equal a paladin/ranger - something like <em>Divine Smite</em> and <em>Natural Explorer</em>. Rituals are fine, but they're not enough by themselves (they're maybe a <em>Favored Enemy</em> or <em>Divine Sense</em> in scope)</p><p></p><p></p><p></p><p>Same applies to scroll crafting here. </p><p></p><p></p><p></p><p>...and now we're beyond 2nd level without a defining mechanic. We gotta get that in earlier. </p><p></p><p></p><p></p><p>Expertise makes some sense, but it should be different/more limited than the Rogue version. </p><p></p><p></p><p></p><p>I'm REALLY reluctant to let the artificer loot the DMG for items to add to the party a la carte. The items in the DMG <em>were not made with that mind</em>. </p><p></p><p></p><p></p><p>Big thing is that you're still missing a central mechanic. Making an item isn't an active contribution to the party. It is something you do during down-time. </p><p></p><p>They also need to be able to fire on all three pillars, and this version is pretty myopic, not really directly contributing to any of them except by looting other class's spells and rituals. What does it look like when an artificer explores the dungeon or talks at the noble banquet? What do they do there that no other class can do?</p><p></p><p>Also, being able to mimic other class's spell list is problematic. It can be done to a limited extent smartly, but "make an ability check to make an item that does anything any other spell in the game can do" is way too broad and not very future-proof. </p><p></p><p>Ritual casting and expertise and B-style spellcasting are a skeleton, but item crafting doesn't work as a defining mechanic, especially when they can just give these items to their buddies who then can go out and use them without needing to bring the artificer along.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6623464, member: 2067"] I don't quite get the intent here - are infusions just ritual spells? If so, why not just give artificers ritual casting? The second bit is basically how cleric spellcasting works, but I'm unclear on the fictional reasoning for it here. For cleircs, it's just "all gods grant this pool of spells, plus domain spells" but for Artificers, there's no force that limits them like that. So why do all artificers know exactly the same inflexible list of infusions? Is every single one like a graduate from the same House Cannith school? If I want to customize my artificer by taking different kinds of rituals, why is that something I can't do? So, ritual casting is a fine ability and makes sense for them. But they're going to need more than that to contribute. The current ritual casters also have spellcasting - should they get that, too? Or should they have some sort of "rituals-only" list (which would put them more in column B or C)? I'm confused about the intent here, too. So artificers can use holy avengers? And gain warlock spell slots from the [I]rod of the pact keeper[/I]? Is the main idea to have them use wands and scrolls and staves? Does the Charisma check last only for a single use, or does it let them use it indefinitely? And why CHARISMA? Are artificers supposed to be charming and suave and influential leaders? Why isn't figuring out how to use a magic item an Intelligence check, say? This ability seems fine in concept, but I think we should lock down more specifically what the intent is and define it narrowly rather than having DMs frustrated by a party artificer who just takes EVERY magic item for themselves. Again, lets not trap alternate item crafting mechanics in a class. The artificer makes scrolls like anyone else makes scrolls (maybe with some time/money advantages). If the DMG rules don't work for that, lets get some ideas for new rules for Eberron and not just give them to an artificer. This mechanic has a more subtle problem as well: this ability works better as an NPC than as a PC. Scribe some scrolls and send your party out with the scrolls and there's no real need for [I]you[/I] to be present at all. They come back to town at the end of the day and you top 'em up. In fact, given the ability check to mimic other spells, this also steals thunder from other classes if the artificer DOES tag along. That's not the artificer having its own identity, that's the artificer basically being some other class by proxy. Not cool. So looks like you think B-style spellcasting works. That's cool, but then an artificer needs some oomph to equal a paladin/ranger - something like [I]Divine Smite[/I] and [I]Natural Explorer[/I]. Rituals are fine, but they're not enough by themselves (they're maybe a [I]Favored Enemy[/I] or [I]Divine Sense[/I] in scope) Same applies to scroll crafting here. ...and now we're beyond 2nd level without a defining mechanic. We gotta get that in earlier. Expertise makes some sense, but it should be different/more limited than the Rogue version. I'm REALLY reluctant to let the artificer loot the DMG for items to add to the party a la carte. The items in the DMG [I]were not made with that mind[/I]. Big thing is that you're still missing a central mechanic. Making an item isn't an active contribution to the party. It is something you do during down-time. They also need to be able to fire on all three pillars, and this version is pretty myopic, not really directly contributing to any of them except by looting other class's spells and rituals. What does it look like when an artificer explores the dungeon or talks at the noble banquet? What do they do there that no other class can do? Also, being able to mimic other class's spell list is problematic. It can be done to a limited extent smartly, but "make an ability check to make an item that does anything any other spell in the game can do" is way too broad and not very future-proof. Ritual casting and expertise and B-style spellcasting are a skeleton, but item crafting doesn't work as a defining mechanic, especially when they can just give these items to their buddies who then can go out and use them without needing to bring the artificer along. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
Top