EDIT: it is not necessary to read or have read my last post before reading this
So, a short wile ago I made a post about my idea of what and artificer could be redesigned as and posted a poll to see how many people felt the same. Coming back to the post weeks later I see most people disagree with me on this subject this got me thinking about it even more. While I respect that i may be in the minority with my purposed changes, I believe the majority of people do want a redesign of the class over all. This comes from reading the comments on my own post as well as general sentiment I commonly hear about the class.
However I am sure some people love the class as is, it is my experience that an overwhelming amount of people don't like the artificer because it feels to si-fi / steampunk and changes the feel of the world of D&D with its addition to the game. Personally I always liked a mix of technology and magic in my fantasy worlds, like Skyrim (great game) or The Dark Tower series by Stephen King(read those books for your own good, they are s-tier). However I can also sympathize with those who prefer a more traditional representation of fantasy, and furthermore respect that view.
I don't think however we are on opposite sides of the coin in fact i think we can have the best of both worlds with the theme of and artificer without changing the theme of D&D.
Class and Flavor Adaptation to more seamless integration to D&D
While considering the issue of the flavor of the artificer and how it changes D&D I also came to the thought of how I understand its exclusion from the PHB but the lack of the Rune Knight as a fighter subclass kind of ruined my backup plan as favorite class as well. This naturally gave way to the thought that the rune knights flavor was extremely well received in comparison to the artificer in how it fits in to D&D. I have never herd anyone say "I don't like the rune knights flavor" yet it always to me felt like a kind of runesmith if you will. Someone who doesn't do magic but adds enchantments to items that produce magical effects.
So what if we change the Artificer class into the Runesmith, and take the case idea for the Rune Knight subclass and adapt it to be the main class feature for artificers and a new marshal class. Instead of infusions we add a rune to a weapon, armor, or an item that gives it a magical effect. All the runes should scale and be able to be activated once per short rest. Maybe the artificer/runesmith could only prepare a certain number of runes at one time (maybe half level rounded down, so 10 at lvl 20) but can switch the runes out like a wizard switches spells. There would have to be a lot of runes with a lot of options that are balanced against each other per the level available. They could even add an option for a rune tattoos/ magical tattoos with this feature.
Examples of how Runes and infusions could be merged.
Enhanced weapon infusion could be changed to a rune that allows a runesmith to use int for attack and damage rolls with the weapon the rune is scribed on, and when activated gives you a bonus 1d4 to attack and damage rolls(at higher levels it can changes the weapons damage to force). Enhanced defense infusion can be changed to enhanced defense rune that when scribed on armor gives you a plus 1 to AC while wearing that armor and when activated gives you the shield spell as a reaction once per round for a minute(at higher levels maybe it gives you resistance to a chosen damage type while the rune is active).
Magic Item Issues with Artificer
Artificers have a sort of game problem that the reward system in D&D is more so found magic items than gold and the artificer has synergy issues with items that are already magic. But with the changes purposed above the runes could be scripted onto any item fitting the runes type, so no magic item limitations(IMO the runes should also work with mithril and adamantine). This way the class fit in with the other classes in the desire for loot and gold to buy magic items.
Artificer flavor for Rune Smith
For extra flavor and ribbon features the new artificer/runesmith could get the artificers lore feature rock gnomes get(maybe rock gnomes get an extra benefit). Give them all prof with thieves tools and tinkers tools and make tinkers tools the tools they use to scribe all their runes. Finally give them some extra features to double down as a skill monkey. I would also port over flash of genius from base artificer now and give them one extra attunement slot just like thief rouges(they wouldn't need more if they aren't making magic items only scripting runes onto items). All Artificers / Rune Smiths should get a fighting style but only some subclasses should get weapon mastery feature. These changes would also remove the spellcasting feature from artificers.
Finally this base class idea could be easily reflavored into the steampunk theme of the original artificer, and the subclasses could operate around special runes that each subclass gets that could easily hit the themes of Armorer, Weapon Smith, and Alchemist by giving each a way to attack using int with a weapon that fits the archetype.
Examples
Armorer archetype could get a wat to scribe a rune that lets them make effective use of unarmed strikes
Alchemist archetype ability to tattoo runes on themselves to let them use int for unarmed attacks and attacks with improvised weapons (including acid, alchemist fire, poisons) of course let them make potions, poisons and alchemist fires as well
TLDR
Take the flavor of the Fighter Rune Knight and mix it with the artificer base class blending the mechanics together and taking away the spellcasting feature making the Runes more similar to infusions but not making them magic items(The Rune Smith is my name idea). Keep the flavor about crafting faster and ability to craft magic items. Keep them as skill monkeys but make the base class more marshal. The class should operate around int and be able to prepare runes (lets say half level rounded down so 10 at lvl 20) and swap them out with the same ease a wizard can swap spells. They should be able to use int for attack and damage rolls across all subclasses and their main feature should not interfere with the player receiving magic items. Finally give them the artificer feature rock gnomes get and make tinkering tools the tools they all use to scribe runes and give them all thieves tools prof. Artificers would not get weapon mastery by default (some subclasses should get it but not all) but they would all get the fighting style feature.
The goal is the preserve the flavor of the artificer and blend it better with the overall flavor of D&D and allowing space for players to reflavor class abilities as a steam punk / si-fi feel easily. I'm going to do another poll to see if people like the idea of the flavor change as well as the mechanics of the changes and I would love to hear from anyone who reads this about why they agree or disagree.
EDIT: it is not necessary to read or have read my last post before reading this
I left a really big comment on your other post after reading it but I think this retrospective brings up a lot more good points. I will say you have a lot of ideas for Idea of Rune Smith, but even though you talk about making it a base class, you haven't presented any ideas on how to differentiate the subclasses from each other. I think not liking the base features of the class isn't a good enough reason to replace the base Rune Knight.
Yeah i was more musing on thr rough idea but my thoughts on that would be each subclass picks a rune archetype giving each subclass a special rune that is unlimited in uses as their subclass. How that would look at the end of it all I'm not quite sure my instincts say that we would want one that enhances ranged weapons with the subclass rune (artillerist, but more of a weapon user), one that enhances melee weapons with that subclass rune (battle smith with no pet), one that enhances armor with the subclass rune (armorer, but without that armor as a weapon stuff, more like armor that retaliates), one that enhances creatures with the subclass rune (alchemist with a unarmored defence and uses int for unarmed attacks and attacks with improvized weapons[flesh runes should be easily reflavorable as potions and or tattoos]). Trying to hit the highlights of the theme of the artificer class but instead as all marshal classes scripting runes onto items or people to create magical effects. Those would kinda be where I start I think
I'd play an artificer, but I want no part of magitech. Give me something medieval and magical I can buy into, and I'd probably play one.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I'd play an artificer, but I want no part of magitech. Give me something medieval and magical I can buy into, and I'd probably play one.
That's how I play mine. Other than the illustrations, there's no reason you have to go steampunk particularly. In fact RAW you don't really even have to lean that hard into the items if you don't want to, you can play it as a wizard who makes a handful of their own magic items and trades half their spellcasting for wicked good armor proficiency.
The only issue with the Artificer is the Illustration. Magicpunk is fine, but show some variety because not every Artificer is from Eberron. They are just field wizards that craft magic items (some of it custom pieces).
My Last Post
EDIT: it is not necessary to read or have read my last post before reading this
So, a short wile ago I made a post about my idea of what and artificer could be redesigned as and posted a poll to see how many people felt the same. Coming back to the post weeks later I see most people disagree with me on this subject this got me thinking about it even more. While I respect that i may be in the minority with my purposed changes, I believe the majority of people do want a redesign of the class over all. This comes from reading the comments on my own post as well as general sentiment I commonly hear about the class.
However I am sure some people love the class as is, it is my experience that an overwhelming amount of people don't like the artificer because it feels to si-fi / steampunk and changes the feel of the world of D&D with its addition to the game. Personally I always liked a mix of technology and magic in my fantasy worlds, like Skyrim (great game) or The Dark Tower series by Stephen King(read those books for your own good, they are s-tier). However I can also sympathize with those who prefer a more traditional representation of fantasy, and furthermore respect that view.
I don't think however we are on opposite sides of the coin in fact i think we can have the best of both worlds with the theme of and artificer without changing the theme of D&D.
Class and Flavor Adaptation to more seamless integration to D&D
While considering the issue of the flavor of the artificer and how it changes D&D I also came to the thought of how I understand its exclusion from the PHB but the lack of the Rune Knight as a fighter subclass kind of ruined my backup plan as favorite class as well. This naturally gave way to the thought that the rune knights flavor was extremely well received in comparison to the artificer in how it fits in to D&D. I have never herd anyone say "I don't like the rune knights flavor" yet it always to me felt like a kind of runesmith if you will. Someone who doesn't do magic but adds enchantments to items that produce magical effects.
So what if we change the Artificer class into the Runesmith, and take the case idea for the Rune Knight subclass and adapt it to be the main class feature for artificers and a new marshal class. Instead of infusions we add a rune to a weapon, armor, or an item that gives it a magical effect. All the runes should scale and be able to be activated once per short rest. Maybe the artificer/runesmith could only prepare a certain number of runes at one time (maybe half level rounded down, so 10 at lvl 20) but can switch the runes out like a wizard switches spells. There would have to be a lot of runes with a lot of options that are balanced against each other per the level available. They could even add an option for a rune tattoos/ magical tattoos with this feature.
Examples of how Runes and infusions could be merged.
Enhanced weapon infusion could be changed to a rune that allows a runesmith to use int for attack and damage rolls with the weapon the rune is scribed on, and when activated gives you a bonus 1d4 to attack and damage rolls(at higher levels it can changes the weapons damage to force). Enhanced defense infusion can be changed to enhanced defense rune that when scribed on armor gives you a plus 1 to AC while wearing that armor and when activated gives you the shield spell as a reaction once per round for a minute(at higher levels maybe it gives you resistance to a chosen damage type while the rune is active).
Magic Item Issues with Artificer
Artificers have a sort of game problem that the reward system in D&D is more so found magic items than gold and the artificer has synergy issues with items that are already magic. But with the changes purposed above the runes could be scripted onto any item fitting the runes type, so no magic item limitations(IMO the runes should also work with mithril and adamantine). This way the class fit in with the other classes in the desire for loot and gold to buy magic items.
Artificer flavor for Rune Smith
For extra flavor and ribbon features the new artificer/runesmith could get the artificers lore feature rock gnomes get(maybe rock gnomes get an extra benefit). Give them all prof with thieves tools and tinkers tools and make tinkers tools the tools they use to scribe all their runes. Finally give them some extra features to double down as a skill monkey. I would also port over flash of genius from base artificer now and give them one extra attunement slot just like thief rouges(they wouldn't need more if they aren't making magic items only scripting runes onto items). All Artificers / Rune Smiths should get a fighting style but only some subclasses should get weapon mastery feature. These changes would also remove the spellcasting feature from artificers.
Finally this base class idea could be easily reflavored into the steampunk theme of the original artificer, and the subclasses could operate around special runes that each subclass gets that could easily hit the themes of Armorer, Weapon Smith, and Alchemist by giving each a way to attack using int with a weapon that fits the archetype.
Examples
Armorer archetype could get a wat to scribe a rune that lets them make effective use of unarmed strikes
Alchemist archetype ability to tattoo runes on themselves to let them use int for unarmed attacks and attacks with improvised weapons (including acid, alchemist fire, poisons) of course let them make potions, poisons and alchemist fires as well
TLDR
Take the flavor of the Fighter Rune Knight and mix it with the artificer base class blending the mechanics together and taking away the spellcasting feature making the Runes more similar to infusions but not making them magic items(The Rune Smith is my name idea). Keep the flavor about crafting faster and ability to craft magic items. Keep them as skill monkeys but make the base class more marshal. The class should operate around int and be able to prepare runes (lets say half level rounded down so 10 at lvl 20) and swap them out with the same ease a wizard can swap spells. They should be able to use int for attack and damage rolls across all subclasses and their main feature should not interfere with the player receiving magic items. Finally give them the artificer feature rock gnomes get and make tinkering tools the tools they all use to scribe runes and give them all thieves tools prof. Artificers would not get weapon mastery by default (some subclasses should get it but not all) but they would all get the fighting style feature.
The goal is the preserve the flavor of the artificer and blend it better with the overall flavor of D&D and allowing space for players to reflavor class abilities as a steam punk / si-fi feel easily. I'm going to do another poll to see if people like the idea of the flavor change as well as the mechanics of the changes and I would love to hear from anyone who reads this about why they agree or disagree.
EDIT: it is not necessary to read or have read my last post before reading this
I left a really big comment on your other post after reading it but I think this retrospective brings up a lot more good points. I will say you have a lot of ideas for Idea of Rune Smith, but even though you talk about making it a base class, you haven't presented any ideas on how to differentiate the subclasses from each other. I think not liking the base features of the class isn't a good enough reason to replace the base Rune Knight.
Yeah i was more musing on thr rough idea but my thoughts on that would be each subclass picks a rune archetype giving each subclass a special rune that is unlimited in uses as their subclass. How that would look at the end of it all I'm not quite sure my instincts say that we would want one that enhances ranged weapons with the subclass rune (artillerist, but more of a weapon user), one that enhances melee weapons with that subclass rune (battle smith with no pet), one that enhances armor with the subclass rune (armorer, but without that armor as a weapon stuff, more like armor that retaliates), one that enhances creatures with the subclass rune (alchemist with a unarmored defence and uses int for unarmed attacks and attacks with improvized weapons[flesh runes should be easily reflavorable as potions and or tattoos]). Trying to hit the highlights of the theme of the artificer class but instead as all marshal classes scripting runes onto items or people to create magical effects. Those would kinda be where I start I think
I'd play an artificer, but I want no part of magitech. Give me something medieval and magical I can buy into, and I'd probably play one.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
That's how I play mine. Other than the illustrations, there's no reason you have to go steampunk particularly. In fact RAW you don't really even have to lean that hard into the items if you don't want to, you can play it as a wizard who makes a handful of their own magic items and trades half their spellcasting for wicked good armor proficiency.
The only issue with the Artificer is the Illustration. Magicpunk is fine, but show some variety because not every Artificer is from Eberron. They are just field wizards that craft magic items (some of it custom pieces).
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A rune based artificer subclass is cool, that idea being coded into the base class is not cool.
The idea could also be turned into a wizard subclass, or a cleric subclass too however, so it doesnt really set anything apart from other classes.
Would it be much different from an Artificer with the Rune Shaper feat from Glory of Giants?
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