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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Running Eberron in 5E
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: 6460551" data-attributes="member: 2067"><p>It's not about balance, it's about purpose. Whipping up an Apparatus of Kwalish isn't <em>overpowered</em>, it's just not right for a class feature -- square peg in a round hole. An artificer shouldn't rely on the DMG's magic item list as a source of their every-day powers, I think, ESPECIALLY if those powers are supposed to be reliable and given. I don't like the idea of an Eberron DM who wants to allow artificers also de facto allowing an artificer whipping up <em>Manuals of Bodily Health</em> every day and jacking the whole party's CON to 20, or whatever. </p><p></p><p>It's also not <em>that</em> unique. An Apparatus is a few buffs and some aquatic movement when boiled down to its essential function. It's fun as a goofy thing to find in a dragon's hoard, but as a reliable thing that the party can always have access to, it's adventuring function is "now I get to fight and explore underwater," which isn't anything that magic spells can't already do. </p><p></p><p>It's new, it's big, it's just not a good thing in play. We can do better! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>All of those distinctions -- arbitrary as they may be in story -- are supported with mechanics in 5e. The artificer could be, too. If the artificer is to be a distinct class, it needs that mechanical distinction. What might that mechanical distinction look like? Because the 3e artificer and the 4e artificer don't have that strong of a distinction. A cosmetic change ("I use cantrips from a book" / "I use cantrips from a wand!") doesn't feel strong enough. And "I can mine the DMG for magic items to craft" is trying to make two distinct rules elements kiss and make horrific monster babies. It's a nightmare. That way lies madness. There is a better way. </p><p></p><p></p><p></p><p>That's fair. I'm not saying it has to be one or the other. Here is what I am saying:</p><p></p><p><strong>In 3e and 4e, the artificer class was not very distinct</strong>. It was a cosmetic distinction. Item creation wasn't a unique niche, and neither was "non-scholarly spellcaster." The 3e and 4e classes both had some interesting mechanical fobs (infusions, armor, item crafting), but those fobs are small and easily fit into subclass features. Those fobs are too small to hang a whole friggin' 5e class on. </p><p></p><p><strong>If the artificer follows the pattern from 3e and 4e, it should be a subclass</strong>. Bard subclass, cleric subclass, wizard subclass, whatever. Item crafting, proficiencies, and infusions can fit in subclasses. If that's all an artificer is, then it needs to be a subclass. It's a specific kind of spellcaster, one with a little niche that it does well, and that's cool, but it doesn't need a 5-page spread to support that. </p><p></p><p><strong>If the artificer is to be a full class, it needs to be a more meaningful chioce, mechanically and narratively</strong>. It needs to support a variety of character types from the world under its umbrella (the idea of mining PrCs for this is a good call!). It needs to support that with distinct mechanics. I don't know what those mechanics would look like. They wouldn't be the same mechanics from 3e or 4e (which are small variations on proficiencies and spellcasting). They would have to be more significant.</p><p></p><p>There's precedence of 5e doing this -- the Sorcerer is more distinct now than it was in 3e or 4e, too, with a fairly novel mechanic. I can accept an artificer class, I just don't see what its version of "sorcery points" much actually look like. "I get to make items from the DMG reliably" isn't viable, but <em>something</em> crafting-based probably would be.</p><p></p><p>It's <em>Paradox of Choice</em> stuff: The decision point at the level of class is BIG. If an artificer class is what we want, it needs to be BIG, as big as the other classes.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6460551, member: 2067"] It's not about balance, it's about purpose. Whipping up an Apparatus of Kwalish isn't [I]overpowered[/I], it's just not right for a class feature -- square peg in a round hole. An artificer shouldn't rely on the DMG's magic item list as a source of their every-day powers, I think, ESPECIALLY if those powers are supposed to be reliable and given. I don't like the idea of an Eberron DM who wants to allow artificers also de facto allowing an artificer whipping up [I]Manuals of Bodily Health[/I] every day and jacking the whole party's CON to 20, or whatever. It's also not [I]that[/I] unique. An Apparatus is a few buffs and some aquatic movement when boiled down to its essential function. It's fun as a goofy thing to find in a dragon's hoard, but as a reliable thing that the party can always have access to, it's adventuring function is "now I get to fight and explore underwater," which isn't anything that magic spells can't already do. It's new, it's big, it's just not a good thing in play. We can do better! :) All of those distinctions -- arbitrary as they may be in story -- are supported with mechanics in 5e. The artificer could be, too. If the artificer is to be a distinct class, it needs that mechanical distinction. What might that mechanical distinction look like? Because the 3e artificer and the 4e artificer don't have that strong of a distinction. A cosmetic change ("I use cantrips from a book" / "I use cantrips from a wand!") doesn't feel strong enough. And "I can mine the DMG for magic items to craft" is trying to make two distinct rules elements kiss and make horrific monster babies. It's a nightmare. That way lies madness. There is a better way. That's fair. I'm not saying it has to be one or the other. Here is what I am saying: [B]In 3e and 4e, the artificer class was not very distinct[/B]. It was a cosmetic distinction. Item creation wasn't a unique niche, and neither was "non-scholarly spellcaster." The 3e and 4e classes both had some interesting mechanical fobs (infusions, armor, item crafting), but those fobs are small and easily fit into subclass features. Those fobs are too small to hang a whole friggin' 5e class on. [B]If the artificer follows the pattern from 3e and 4e, it should be a subclass[/B]. Bard subclass, cleric subclass, wizard subclass, whatever. Item crafting, proficiencies, and infusions can fit in subclasses. If that's all an artificer is, then it needs to be a subclass. It's a specific kind of spellcaster, one with a little niche that it does well, and that's cool, but it doesn't need a 5-page spread to support that. [B]If the artificer is to be a full class, it needs to be a more meaningful chioce, mechanically and narratively[/B]. It needs to support a variety of character types from the world under its umbrella (the idea of mining PrCs for this is a good call!). It needs to support that with distinct mechanics. I don't know what those mechanics would look like. They wouldn't be the same mechanics from 3e or 4e (which are small variations on proficiencies and spellcasting). They would have to be more significant. There's precedence of 5e doing this -- the Sorcerer is more distinct now than it was in 3e or 4e, too, with a fairly novel mechanic. I can accept an artificer class, I just don't see what its version of "sorcery points" much actually look like. "I get to make items from the DMG reliably" isn't viable, but [I]something[/I] crafting-based probably would be. It's [I]Paradox of Choice[/i] stuff: The decision point at the level of class is BIG. If an artificer class is what we want, it needs to be BIG, as big as the other classes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Running Eberron in 5E
Top