so new to DnD but have got a few games under my belt and currently locked into 3 official campaigns and learning the ropes and watched a YT vid by the Dungeon Dudes ranking artificer infusions and just wanna know if thats enough experience to give the AF a try? everyone says they're to be avoided when it comes to newcomers but wanna try my hand at the Armorer as heard its the tanky artificer subclass and fighters are so damn boring mechanically and RP-wise and paladin's are a bit more interesting especially for RP but due to that I've played so many paladin characters I'm suffering from paladin fatigue, so basically should I try the armorer AF with the aforementioned experience I had or should I settle for a different subclass or not bother with the AF in general?
Any class can work for players on any experience level. It’s impossible to make a blanket statement. It depends on you and how much you are willing to commit to understanding the class. And also to your table, and how forgiving they are of people learning new things. I’d hope the group is cool with anything and willing to help you, but there are some out there which are less forgiving.
okay got it, what I have gathered in info is that armourer AF are better suited to keeping the infusion's/magical items to beef themselves up rather than hand out to rest of the party
okay got it, what I have gathered in info is that armourer AF are better suited to keeping the infusion's/magical items to beef themselves up rather than hand out to rest of the party
A lot depends on you and your campaign.
If you give away infusions it makes your character weaker and another character stronger, some players havew problems with that they want there character to be at least as strong as the others but that infused item is part of your contribution, in a similar way to a character doing a lot of healing and/or buff spels is making other players stronger.
To take an extreme exampe in a game where the party have not found any magic weapons and you are about to face a creature immune to non magical weapon attacks it is probably better to give the fighter a magic weapon than to keep it for yourself as you can do other things.
Play as you want and as you best see fit in the campaign, whether that is keeping your infused items, giving youm out or doing different things on different days depending on the circumstance.
Total honesty... This game isn't that complicated once you've got the basics down. If you've been playing Paladins long enough to get sick of them you'll have no problem with an Artificer.
The main thing that makes Artificers feel more complicated than they really are is that the class has a lot of decisions to make. You may feel pressure to always pick the "best" spell or infusion for your character. Here's my advice: it's not actually that deep. A lot of your options are basically as good as each other, and if you just go with your gut or with Rule of Cool you'll end up with a perfectly functional character.
The way I build my artificers is to pick two things that I want to be extra good in. Then I choose 2 infusions, my subclass and a couple of spells to support that.
The other half of my infusions and spells I chose based on utility for the team.
My recommendations regarding new players making spellcasters usually depends on the level of the campaign and his or her experience with RPG in general.
If you never played one, especially at high level, it can be cumbersome if you have little experience. Otherwise, go for it and in worse case you can change character if it becomes too complicated. What's more important is to make a character that you really want to play and the rest will come gradually.
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so new to DnD but have got a few games under my belt and currently locked into 3 official campaigns and learning the ropes and watched a YT vid by the Dungeon Dudes ranking artificer infusions and just wanna know if thats enough experience to give the AF a try? everyone says they're to be avoided when it comes to newcomers but wanna try my hand at the Armorer as heard its the tanky artificer subclass and fighters are so damn boring mechanically and RP-wise and paladin's are a bit more interesting especially for RP but due to that I've played so many paladin characters I'm suffering from paladin fatigue, so basically should I try the armorer AF with the aforementioned experience I had or should I settle for a different subclass or not bother with the AF in general?
Stop worrying about what "they" say and go for it. Learn as you go.
Any class can work for players on any experience level. It’s impossible to make a blanket statement. It depends on you and how much you are willing to commit to understanding the class. And also to your table, and how forgiving they are of people learning new things. I’d hope the group is cool with anything and willing to help you, but there are some out there which are less forgiving.
okay got it, what I have gathered in info is that armourer AF are better suited to keeping the infusion's/magical items to beef themselves up rather than hand out to rest of the party
A lot depends on you and your campaign.
If you give away infusions it makes your character weaker and another character stronger, some players havew problems with that they want there character to be at least as strong as the others but that infused item is part of your contribution, in a similar way to a character doing a lot of healing and/or buff spels is making other players stronger.
To take an extreme exampe in a game where the party have not found any magic weapons and you are about to face a creature immune to non magical weapon attacks it is probably better to give the fighter a magic weapon than to keep it for yourself as you can do other things.
Play as you want and as you best see fit in the campaign, whether that is keeping your infused items, giving youm out or doing different things on different days depending on the circumstance.
got it, had an idea of a human reborn artificer
Total honesty... This game isn't that complicated once you've got the basics down. If you've been playing Paladins long enough to get sick of them you'll have no problem with an Artificer.
The main thing that makes Artificers feel more complicated than they really are is that the class has a lot of decisions to make. You may feel pressure to always pick the "best" spell or infusion for your character. Here's my advice: it's not actually that deep. A lot of your options are basically as good as each other, and if you just go with your gut or with Rule of Cool you'll end up with a perfectly functional character.
Just go for it. Learn as you play just like how you did the first time you played any character class. If you make a "mistake" don't worry about it.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The way I build my artificers is to pick two things that I want to be extra good in. Then I choose 2 infusions, my subclass and a couple of spells to support that.
The other half of my infusions and spells I chose based on utility for the team.
well as I plan going armorer, apparently being the greedy artificer and keeping infusions to myself is best way to play that subclass
Just know that the "best" way to play something doesn't always equal the most fun.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
My recommendations regarding new players making spellcasters usually depends on the level of the campaign and his or her experience with RPG in general.
If you never played one, especially at high level, it can be cumbersome if you have little experience. Otherwise, go for it and in worse case you can change character if it becomes too complicated. What's more important is to make a character that you really want to play and the rest will come gradually.