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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Zard's Post Tasha's Archetype Tier List
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="evilbob" data-source="post: 8188852" data-attributes="member: 9789"><p>Hello! I skipped most of this thread, but just wanted to say I generally agree with the OP's conclusion that the class is basically "ok." It seemed really great when I first read it, but upon closer examination I agree it suffers hard from being a late bloomer - which also makes it harder to multiclass. It also makes the spellcasting progression even worse - you are clearly not meant to sling spells around the battlefield in an offensive way. The SAD thing seems cool - and if you roll for stats and get only one good stat, then it's great - but it does mean you will be quite awful at combat for at least two levels. Granted, those are supposed to go by quickly, but it's sort of crazy how much difference there is between a level 1 artificer and a level 3 one, and it made me not want to play one. I get the feeling that WotC was extremely wary of people taking a level 1 or 2 dip into this class just so they could abuse magic item creation or elixirs, so they made it awful long enough to scare those folks away. They may have also been worried about dips from artificers into other classes, which is why it takes so long to get your good stuff. And when you're writing gimpy classes because you're worried about multiclass abuse, we're getting back into 3.5's problems.</p><p></p><p>Also agree with the sentiment that an artificer is there to be a support character, which makes some of their subclasses a little weird. If you wanted to get into melee or be a blaster, you will do a lot better as other classes. Ironically the temp HP is probably the best thing about the artillerist for that reason. Also, because of the versatility, this is NOT a class for beginners. To maximize your efficiency you will need to have a strong command of all sorts of magical items and effects, keep track of pets and bonus actions, and you're making big decisions about all these things every short rest. I feel like this hurts the class, because it's absolutely built for people with specific non-D&D fantasy tropes in mind - like Ironman, or someone who just wants to have a flamethrower. Beginners could have had a great time with the archetype, but no beginner should play this class.</p><p></p><p>Overall, I'd put them in the same sort of category as a trickery cleric or a forge cleric. But it's hard to recommend being an artificer over one of those. Or a bard. I agree with others in this thread that an artificer would shine best in a game with less combat, lots of exploration, and low magic. They would also work well in a game with only 2 or 3 characters, as they can fill many non-combat roles. And these are great features! Because there are games that need a role like that.</p><p></p><p>But for your more "standard" D&D campaign: just play a bard.</p><p></p><p>Sidebar: I think if a class really starts to shine around level 9 you can call that a "late bloomer" because I remember reading somewhere that most games end by 12 or 13 or so. I know I've literally never played or been in a campaign with a level 14 D&D character in my entire life. So I also tend to think of level 12 as your "capstone" and give little credit to abilities past that point.</p></blockquote><p></p>
[QUOTE="evilbob, post: 8188852, member: 9789"] Hello! I skipped most of this thread, but just wanted to say I generally agree with the OP's conclusion that the class is basically "ok." It seemed really great when I first read it, but upon closer examination I agree it suffers hard from being a late bloomer - which also makes it harder to multiclass. It also makes the spellcasting progression even worse - you are clearly not meant to sling spells around the battlefield in an offensive way. The SAD thing seems cool - and if you roll for stats and get only one good stat, then it's great - but it does mean you will be quite awful at combat for at least two levels. Granted, those are supposed to go by quickly, but it's sort of crazy how much difference there is between a level 1 artificer and a level 3 one, and it made me not want to play one. I get the feeling that WotC was extremely wary of people taking a level 1 or 2 dip into this class just so they could abuse magic item creation or elixirs, so they made it awful long enough to scare those folks away. They may have also been worried about dips from artificers into other classes, which is why it takes so long to get your good stuff. And when you're writing gimpy classes because you're worried about multiclass abuse, we're getting back into 3.5's problems. Also agree with the sentiment that an artificer is there to be a support character, which makes some of their subclasses a little weird. If you wanted to get into melee or be a blaster, you will do a lot better as other classes. Ironically the temp HP is probably the best thing about the artillerist for that reason. Also, because of the versatility, this is NOT a class for beginners. To maximize your efficiency you will need to have a strong command of all sorts of magical items and effects, keep track of pets and bonus actions, and you're making big decisions about all these things every short rest. I feel like this hurts the class, because it's absolutely built for people with specific non-D&D fantasy tropes in mind - like Ironman, or someone who just wants to have a flamethrower. Beginners could have had a great time with the archetype, but no beginner should play this class. Overall, I'd put them in the same sort of category as a trickery cleric or a forge cleric. But it's hard to recommend being an artificer over one of those. Or a bard. I agree with others in this thread that an artificer would shine best in a game with less combat, lots of exploration, and low magic. They would also work well in a game with only 2 or 3 characters, as they can fill many non-combat roles. And these are great features! Because there are games that need a role like that. But for your more "standard" D&D campaign: just play a bard. Sidebar: I think if a class really starts to shine around level 9 you can call that a "late bloomer" because I remember reading somewhere that most games end by 12 or 13 or so. I know I've literally never played or been in a campaign with a level 14 D&D character in my entire life. So I also tend to think of level 12 as your "capstone" and give little credit to abilities past that point. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Zard's Post Tasha's Archetype Tier List
Top