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<blockquote data-quote="squibbles" data-source="post: 8234706" data-attributes="member: 6937590"><p>Yeah, one subclass would be alright. What makes it frustrating is that the artillerist and battle smith are almost suitable--a sorcerer with some combat ability, a sorcerer who shoots stuff better, a sorcerer with a tag-along minion, they make sense. Unfortunately, the way they're implemented would make them kludgy to reskin.</p><p></p><p>On spell selection, I perhaps overstated a bit. They aren't all inappropriate; disguise self, false life, web, tiny servant, animate objects, transmute rock and several others are plenty well suited to S&S. And some of Xoth's restrictions are overly narrow; I don't think invisibility or fireball would be dealbreakers. But detect magic and revivify are <em>really </em>gonna undermine S&S themes.</p><p></p><p>There are also a bunch of super thematic spells Artificers don't have on their list. There are <em>no enchantment spells</em>, 3 necromancy spells, 5 illusion spells, and no demon conjuring or contacting spells. I'd really want to take the unsuited spells out and put the more suited ones in if I played with it.</p><p></p><p>I admit, I do think most of Conan when I think of sword and sorcery, but I have also read Lieber, Moorcock, Clark Ashton Smith, and several others (including the Black Company series, which you mentioned earlier). I have not read anything Thieves World and don't know much about it, how is it different?</p></blockquote><p></p>
[QUOTE="squibbles, post: 8234706, member: 6937590"] Yeah, one subclass would be alright. What makes it frustrating is that the artillerist and battle smith are almost suitable--a sorcerer with some combat ability, a sorcerer who shoots stuff better, a sorcerer with a tag-along minion, they make sense. Unfortunately, the way they're implemented would make them kludgy to reskin. On spell selection, I perhaps overstated a bit. They aren't all inappropriate; disguise self, false life, web, tiny servant, animate objects, transmute rock and several others are plenty well suited to S&S. And some of Xoth's restrictions are overly narrow; I don't think invisibility or fireball would be dealbreakers. But detect magic and revivify are [I]really [/I]gonna undermine S&S themes. There are also a bunch of super thematic spells Artificers don't have on their list. There are [I]no enchantment spells[/I], 3 necromancy spells, 5 illusion spells, and no demon conjuring or contacting spells. I'd really want to take the unsuited spells out and put the more suited ones in if I played with it. I admit, I do think most of Conan when I think of sword and sorcery, but I have also read Lieber, Moorcock, Clark Ashton Smith, and several others (including the Black Company series, which you mentioned earlier). I have not read anything Thieves World and don't know much about it, how is it different? [/QUOTE]
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