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*Dungeons & Dragons
WotC Survey Result: Classes OK, Eberron Needs Work
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<blockquote data-quote="I'm A Banana" data-source="post: 7669635" data-attributes="member: 2067"><p>I think a general "magic crafter" is probably big enough for its own class conceptually, but mechanically, it's a tougher nut to crack.</p><p></p><p>I still don't have a clear idea of how a character who works with temporary magic items - invented in a lab, concocted with potions, carved in runic script, woven with ancient elven whispers, melded by gnomish shadow-crafters, or born out of the fires of the Forge of Moradin - would use that differently at the level of play from the Spellcasting mechanics.</p><p></p><p>If...</p><p>Spells Known = Formulas Known</p><p>Prepared Spells = Prepared Items</p><p>Casting a Spell = Activating an Item</p><p>Ritual Casting = Jury-Rigging an Item</p><p>Crafting a Magic Item = ....er...Crafting a Magic Item...</p><p></p><p>...then the new class is just the existing spellcasting mechanic in a new coat of paint. </p><p></p><p>You know, why make the player who wants to play a rune-carving dwarf take This Specific Class, and not just be a cleric or a wizard and slap a coat of paint on how they cast spells? </p><p></p><p>Spellcasting (or item-inventing-that's-indistinguishable-in-play-from-spellcasting) itself is a significant class feature, but not a defining one for any class. If the magical inventor class can bring something new to the table along with its conceptual stomping-grounds, that sounds great. But if all it is is proficiencies and a fresh coat of paint on spellcasting, that sounds meaningless - a distinction without a difference. </p><p></p><p>Where my axe comes down is that a lot of this sounds like "this class should be separate because it has different proficiencies and a different spell list," and that doesn't sound significant enough for me to learn an entirely new class narrative. It sounds like a good argument for a wizard subclass that is maybe the "eldritch knight of wizards," which allows a wizard character to have better proficiencies and a more limited spell list in exchange for...something... Or at least an argument for coming up with a few big mechanically defining elements that aren't basically the same as casting spells in practice.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7669635, member: 2067"] I think a general "magic crafter" is probably big enough for its own class conceptually, but mechanically, it's a tougher nut to crack. I still don't have a clear idea of how a character who works with temporary magic items - invented in a lab, concocted with potions, carved in runic script, woven with ancient elven whispers, melded by gnomish shadow-crafters, or born out of the fires of the Forge of Moradin - would use that differently at the level of play from the Spellcasting mechanics. If... Spells Known = Formulas Known Prepared Spells = Prepared Items Casting a Spell = Activating an Item Ritual Casting = Jury-Rigging an Item Crafting a Magic Item = ....er...Crafting a Magic Item... ...then the new class is just the existing spellcasting mechanic in a new coat of paint. You know, why make the player who wants to play a rune-carving dwarf take This Specific Class, and not just be a cleric or a wizard and slap a coat of paint on how they cast spells? Spellcasting (or item-inventing-that's-indistinguishable-in-play-from-spellcasting) itself is a significant class feature, but not a defining one for any class. If the magical inventor class can bring something new to the table along with its conceptual stomping-grounds, that sounds great. But if all it is is proficiencies and a fresh coat of paint on spellcasting, that sounds meaningless - a distinction without a difference. Where my axe comes down is that a lot of this sounds like "this class should be separate because it has different proficiencies and a different spell list," and that doesn't sound significant enough for me to learn an entirely new class narrative. It sounds like a good argument for a wizard subclass that is maybe the "eldritch knight of wizards," which allows a wizard character to have better proficiencies and a more limited spell list in exchange for...something... Or at least an argument for coming up with a few big mechanically defining elements that aren't basically the same as casting spells in practice. [/QUOTE]
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WotC Survey Result: Classes OK, Eberron Needs Work
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