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Second 5th Edition Survey! Plus Results of the First Survey: The Ranger Gets Some Attention!
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<blockquote data-quote="I'm A Banana" data-source="post: 7662595" data-attributes="member: 2067"><p>Aesthetic isn't a great basis for a class in 5e. Any one class fits multiple aesthetics. I can be a "blue collar" wizard quite easily, even at high levels. I can be a "blue collar warlock" or a "blue collar shadow monk" or "blue collar paladin," too. Aesthetic isn't a matter of class, it's a matter of role-playing. There's no class feature one can point at and say "this is a working-class mechanic." "Feel" isn't something a class feature can give you. </p><p></p><p></p><p></p><p>As I work out the "magewright," I'm more and more finding no need for item crafting to be a central class feature distinct from spellcasting. </p><p></p><p>A character who builds magic items instead of casts spells might still have a book that contains their formula (<strong>spellbook</strong>). They then infuse items according to the formula in this book (<strong>prepare int + lv spells each day</strong>). The infused items unleash their spells by spending spell slots (<strong>casting a spell</strong>). Everything else is just a serach-and-replace for terminology that has no real effect on how the game is played. I could take my wizard tomorrow and make them an item-inventor with pure re-fluffing. </p><p></p><p></p><p></p><p>I can't tell the difference between "Imbuing temporary enchantments into weapons/armor, creating stuff out of thin air, and repairing/damaging/protecting constructs" and "I memorize and cast buff spells, conjurations, and <em>mending</em>."</p><p></p><p>I could be more systematic about it, but lets just do level one:</p><p>[sblock]</p><p>The first-level artificer infusions that don't appear on the wizard spell list already can be handled with a few class features. </p><p></p><p><u>Combat Magic</u></p><p>At X level (suggested: 2nd - casting buffing spells is a big part of artificer identity), you become an artificer and learn to use spells most wizards can't learn. Add the following spells to your spell list, at the levels indicated. You must still learn these spells normally, by finding them or learning them when you gain a wizard level.</p><ul> <li data-xf-list-type="ul"> Cantrips: Resistance</li> <li data-xf-list-type="ul"> 1st level: Shield of Faith, Cure Wounds</li> <li data-xf-list-type="ul"> 2nd level: Enhance Ability</li> <li data-xf-list-type="ul"> ...etc...</li> </ul><p></p><p>(the above is probably slightly stronger than but close to the cheaper copying of school-specific spells that most specialists get at 2nd level - it doesn't increase the raw power of the class much, but it encourages them to use specialty spells)</p><p></p><p><u>Alter Item</u></p><p>Starting at level X (suggested: 6th; this is when the party is likely to have a few magic items), your mastery of magic items allows you to shift and change their enchantments. During a short or long rest, you can change the properties of one magic item that you have identified the properties of. You can take any bonus an item gives to attacks and damage or armor class and apply it to the other. You can also change the type of energy or element the item is associated with. These modifications last until you finish your next long rest, at which time the item's inherent magic comes to the fore again. </p><p></p><p>For instance, a suit of <em>+1 Chain Mail</em> can be made to grant a +1 bonus to attacks and damage for a character wearing it rather than a +1 bonus to AC. A <em>javelin of lightning</em> can be made to deal thunder damage, fire damage, or radiant damage instead of lightning damage. </p><p></p><p>(the above is probably a slightly weak 6th level trait - combined with the slightly strong level 2 trait, it's pretty on balance)</p><p>---------------</p><p>Original spell list in 5e ultimately looks like...</p><ul> <li data-xf-list-type="ul"> Armor Enhancement, Lesser = Problematic conceptually in 5e as it is very broad and adds to AC. Better as a series of spells that grant various armor traits (a <em>fortification</em> spell or a <em>sneak</em> spell, for instance). </li> <li data-xf-list-type="ul"> Energy Alteration = Goes into the Alter Item feature</li> <li data-xf-list-type="ul"> Enhancement Alteration = Goes into the Alter Item feature</li> <li data-xf-list-type="ul"> Identify = Identify</li> <li data-xf-list-type="ul"> Repair/Inflict Light Damage (also on higher levels) = Mending, flavor-wise. Mechanics-wise, cure X wounds, or potions as per the WotC artificer ability</li> <li data-xf-list-type="ul"> Light = light</li> <li data-xf-list-type="ul"> Magic Stone = magic weapon</li> <li data-xf-list-type="ul"> Magic Vestment = Similar problem with armor enchantment. But, again, possibly room for a new spell!</li> <li data-xf-list-type="ul"> Magic Weapon = magic weapon</li> <li data-xf-list-type="ul"> Resistance = Resistance cantrip; goes into the Combat Magic feature</li> <li data-xf-list-type="ul"> Shield of Faith = shield of faith; goes into the Combat Magic feature</li> <li data-xf-list-type="ul"> Skill Enhancement = enhance ability; goes into the Combat Magic feature</li> <li data-xf-list-type="ul"> Spell-Storing Item = basic spellcasting mechanics</li> <li data-xf-list-type="ul"> Weapon Augmentation, Personal = Similar problem with armor enhancement, but it'd work as a few new spells.</li> </ul><p>[/sblock]</p><p></p><p></p><p></p><p>Pretty easily handled with class features.</p><p>[sblock]</p><p><u>Practical Magician</u></p><p>You are quite familiar with arms and armor. At level X (recommended: 2), you gain proficiency in light and medium armor, with simple weapons, with any two skills of your choice, and two sets of tools of your choice. </p><p></p><p>(this is probably roughly on par with any other specialty's level 2 ability)</p><p></p><p><u>Magic Crafter</u></p><p>You can imbue magic into an item. At level X (recommended: 10; it's a nice higher-level ability), you can spend a spell slot of 5th level to grant an item the ability to use a 1st-level spell that you know once at the will of the item's wielder. You can spend higher-level slots to imbue more powerful spells: a 6th-level slot imbues a 2nd-level spell, a 7th-level slot imbues a 3rd-level spell, an 8th-level slot imbues a 4th level spell, and a 9th-level slot imbues a 5th-level spell. You can spend multiple spell slots of the indicated level, if you have them, to grant additional uses of the spell or to imbue a separate item. You regain the spent slot when you finish a long rest, and, at the same time, the imbued item loses its imbued spell. </p><p></p><p>(this allows you to trade higher-level slots for more flexible lower-level slots that anyone can trigger; the big power feature here is that you could potentially give everyone a concentration spell and let party members that usually couldn't concentrate on a spell fill that slot so to speak, but it lets you pull off shenanigans like giving the rogue invisibility or suchlike). </p><p>[/sblock]</p><p></p><p>...in fact, you could combine all these features into the same class without much of an issue.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7662595, member: 2067"] Aesthetic isn't a great basis for a class in 5e. Any one class fits multiple aesthetics. I can be a "blue collar" wizard quite easily, even at high levels. I can be a "blue collar warlock" or a "blue collar shadow monk" or "blue collar paladin," too. Aesthetic isn't a matter of class, it's a matter of role-playing. There's no class feature one can point at and say "this is a working-class mechanic." "Feel" isn't something a class feature can give you. As I work out the "magewright," I'm more and more finding no need for item crafting to be a central class feature distinct from spellcasting. A character who builds magic items instead of casts spells might still have a book that contains their formula ([B]spellbook[/B]). They then infuse items according to the formula in this book ([B]prepare int + lv spells each day[/B]). The infused items unleash their spells by spending spell slots ([B]casting a spell[/B]). Everything else is just a serach-and-replace for terminology that has no real effect on how the game is played. I could take my wizard tomorrow and make them an item-inventor with pure re-fluffing. I can't tell the difference between "Imbuing temporary enchantments into weapons/armor, creating stuff out of thin air, and repairing/damaging/protecting constructs" and "I memorize and cast buff spells, conjurations, and [I]mending[/I]." I could be more systematic about it, but lets just do level one: [sblock] The first-level artificer infusions that don't appear on the wizard spell list already can be handled with a few class features. [U]Combat Magic[/U] At X level (suggested: 2nd - casting buffing spells is a big part of artificer identity), you become an artificer and learn to use spells most wizards can't learn. Add the following spells to your spell list, at the levels indicated. You must still learn these spells normally, by finding them or learning them when you gain a wizard level. [LIST] [*] Cantrips: Resistance [*] 1st level: Shield of Faith, Cure Wounds [*] 2nd level: Enhance Ability [*] ...etc... [/LIST] (the above is probably slightly stronger than but close to the cheaper copying of school-specific spells that most specialists get at 2nd level - it doesn't increase the raw power of the class much, but it encourages them to use specialty spells) [U]Alter Item[/U] Starting at level X (suggested: 6th; this is when the party is likely to have a few magic items), your mastery of magic items allows you to shift and change their enchantments. During a short or long rest, you can change the properties of one magic item that you have identified the properties of. You can take any bonus an item gives to attacks and damage or armor class and apply it to the other. You can also change the type of energy or element the item is associated with. These modifications last until you finish your next long rest, at which time the item's inherent magic comes to the fore again. For instance, a suit of [I]+1 Chain Mail[/I] can be made to grant a +1 bonus to attacks and damage for a character wearing it rather than a +1 bonus to AC. A [I]javelin of lightning[/I] can be made to deal thunder damage, fire damage, or radiant damage instead of lightning damage. (the above is probably a slightly weak 6th level trait - combined with the slightly strong level 2 trait, it's pretty on balance) --------------- Original spell list in 5e ultimately looks like... [LIST] [*] Armor Enhancement, Lesser = Problematic conceptually in 5e as it is very broad and adds to AC. Better as a series of spells that grant various armor traits (a [I]fortification[/I] spell or a [I]sneak[/I] spell, for instance). [*] Energy Alteration = Goes into the Alter Item feature [*] Enhancement Alteration = Goes into the Alter Item feature [*] Identify = Identify [*] Repair/Inflict Light Damage (also on higher levels) = Mending, flavor-wise. Mechanics-wise, cure X wounds, or potions as per the WotC artificer ability [*] Light = light [*] Magic Stone = magic weapon [*] Magic Vestment = Similar problem with armor enchantment. But, again, possibly room for a new spell! [*] Magic Weapon = magic weapon [*] Resistance = Resistance cantrip; goes into the Combat Magic feature [*] Shield of Faith = shield of faith; goes into the Combat Magic feature [*] Skill Enhancement = enhance ability; goes into the Combat Magic feature [*] Spell-Storing Item = basic spellcasting mechanics [*] Weapon Augmentation, Personal = Similar problem with armor enhancement, but it'd work as a few new spells. [/LIST] [/sblock] Pretty easily handled with class features. [sblock] [U]Practical Magician[/U] You are quite familiar with arms and armor. At level X (recommended: 2), you gain proficiency in light and medium armor, with simple weapons, with any two skills of your choice, and two sets of tools of your choice. (this is probably roughly on par with any other specialty's level 2 ability) [U]Magic Crafter[/U] You can imbue magic into an item. At level X (recommended: 10; it's a nice higher-level ability), you can spend a spell slot of 5th level to grant an item the ability to use a 1st-level spell that you know once at the will of the item's wielder. You can spend higher-level slots to imbue more powerful spells: a 6th-level slot imbues a 2nd-level spell, a 7th-level slot imbues a 3rd-level spell, an 8th-level slot imbues a 4th level spell, and a 9th-level slot imbues a 5th-level spell. You can spend multiple spell slots of the indicated level, if you have them, to grant additional uses of the spell or to imbue a separate item. You regain the spent slot when you finish a long rest, and, at the same time, the imbued item loses its imbued spell. (this allows you to trade higher-level slots for more flexible lower-level slots that anyone can trigger; the big power feature here is that you could potentially give everyone a concentration spell and let party members that usually couldn't concentrate on a spell fill that slot so to speak, but it lets you pull off shenanigans like giving the rogue invisibility or suchlike). [/sblock] ...in fact, you could combine all these features into the same class without much of an issue. [/QUOTE]
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