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General Tabletop Discussion
*Dungeons & Dragons
What New Classes Should Be Added One D&D PHB?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8742363" data-attributes="member: 18"><p>This is simply not true in any meaningful fashion.</p><p></p><p>You're stretching ridiculously to find deep-lore enemy NPCs, often from far in history, to justify one of the party members being Iron Man. It doesn't work. I'm unable to even think of who you're referring to re: Dragon Age though.</p><p></p><p>The same is true for a lot of the D&D settings. I only argued re: Lantan because it's so obviously bollocks. You described what Lantan artificers actually do. What they <em>don't</em> do is run around with magical gun-turrets or dress up as Iron Man in super-duper magic armour.</p><p></p><p>And the Battle smith pet pretty much always requires reflavouring as well, to not a bloody robot to fit into most settings without changing the tone of the setting.</p><p></p><p>Except they absolutely DO NOT.</p><p></p><p>They find an existing suit of specific magical armour and make it More Magicker. Or existing suit of armour period. There's no design, no creation.</p><p></p><p>I didn't say it was "sci-fi", did I?</p><p></p><p>I said it <em>didn't fit</em>. It doesn't fit because it's ultra-heavy-duty magitech, not "sci-fi". It turns Dragon's Dogma into Final Fantasy 13. That's fine if you want to run Final Fantasy 13, but if you want to run Dragon's Dogma, it doesn't work.</p><p></p><p></p><p>This is just beneath you, dude.</p><p></p><p>Many classes in 5E have basically no options, or no real trap options. A mediocre subclass is not a trap option, so that's most classes in D&D already out as not having trap options. No Divine caster has any trap options because they get all spells. So they're out too. What does that leave us, Arcane casters? Except Wizards, Sorcerers, and Bards get enough spells and a good enough spell list it's almost impossible to trap yourself - and they don't have anything like Infusions or the magic-item-simulator stuff.</p><p></p><p>I would challenge you to actually argue that "arguable", because I don't think it is.</p><p></p><p>Warlocks are far more obvious - for starters all their choices are openly and obviously presented to them, which is flatly not the case for Artificers.</p><p></p><p>And to be a "good Warlock" you need two things - Eldritch Blast and Agonizing Blast. Boom, done, you're great. You don't need any system mastery. After that the differences are small. That is not true at all with Artificers. And certainly no other class is even arguable.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8742363, member: 18"] This is simply not true in any meaningful fashion. You're stretching ridiculously to find deep-lore enemy NPCs, often from far in history, to justify one of the party members being Iron Man. It doesn't work. I'm unable to even think of who you're referring to re: Dragon Age though. The same is true for a lot of the D&D settings. I only argued re: Lantan because it's so obviously bollocks. You described what Lantan artificers actually do. What they [I]don't[/I] do is run around with magical gun-turrets or dress up as Iron Man in super-duper magic armour. And the Battle smith pet pretty much always requires reflavouring as well, to not a bloody robot to fit into most settings without changing the tone of the setting. Except they absolutely DO NOT. They find an existing suit of specific magical armour and make it More Magicker. Or existing suit of armour period. There's no design, no creation. I didn't say it was "sci-fi", did I? I said it [I]didn't fit[/I]. It doesn't fit because it's ultra-heavy-duty magitech, not "sci-fi". It turns Dragon's Dogma into Final Fantasy 13. That's fine if you want to run Final Fantasy 13, but if you want to run Dragon's Dogma, it doesn't work. This is just beneath you, dude. Many classes in 5E have basically no options, or no real trap options. A mediocre subclass is not a trap option, so that's most classes in D&D already out as not having trap options. No Divine caster has any trap options because they get all spells. So they're out too. What does that leave us, Arcane casters? Except Wizards, Sorcerers, and Bards get enough spells and a good enough spell list it's almost impossible to trap yourself - and they don't have anything like Infusions or the magic-item-simulator stuff. I would challenge you to actually argue that "arguable", because I don't think it is. Warlocks are far more obvious - for starters all their choices are openly and obviously presented to them, which is flatly not the case for Artificers. And to be a "good Warlock" you need two things - Eldritch Blast and Agonizing Blast. Boom, done, you're great. You don't need any system mastery. After that the differences are small. That is not true at all with Artificers. And certainly no other class is even arguable. [/QUOTE]
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