04-26-2014, 09:39 PM | #1 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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[DF] Artificers questions
In my group, no one never tried to make an artificer. Reading about them, some things wasn't very clear to me:
I think that's all for now. Thanks in advance. |
04-26-2014, 10:26 PM | #2 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: [DF] Artificers questions
Speaking only to question 1, they seem to have a natural place in the spotlight in helping the party as a whole overcome environmental hazards and challenges (climbs, falls, traps, barriers) -- the more complex the environment, the better they do. The thief can climb the wall, the wizard can fly up the wall, but the artificer can rig an ascender to get the priest, the torchbearer, and the mule up.
Additionally, their gadgets can also be handed off to other characters, which is often challenging with magic. A noisemaker can be handed off to the thief to plant for a timely distraction, that kind of thing. So they're definitely support characters who will often seem pretty sidelined until the moment when they turn the near-impossible into a roll vs Mechanic.
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04-27-2014, 05:46 AM | #3 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: [DF] Artificers questions
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With regard to #2, I'd personally treat that as the sort of thing that a normal PC could maybe accomplish instead of improving skills during a long period of IC downtime with the extra time bonus, unless they have truly epic levels in the relevant skills, in which case they deserve to do it casually. #3: Eh, I'd let him do it for the lower price as long as he makes the rolls. It's an expensive and fairly-specialized ability in a cinematic genre; go nuts. In a very-high-power game, it's just a different flavor of badass, of course. Our group's 500-point fantasy game has a Gnome Artificer / Knight who's rolling around in a SM 0 clockwork battlesuit equipped with semi-autonomous (Ally) drones, for example. Last edited by Gold & Appel Inc; 04-27-2014 at 05:59 AM. |
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04-27-2014, 06:15 AM | #5 |
Join Date: Jul 2007
Location: One Mile Up
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Re: [DF] Artificers questions
[Speaking as an Artificer fan] Thieves are, IMHO, more deadly in spontaneous combat and about equally-dangerous at trap-setting, and Perfect Balance is not to be ignored for certain kinds of challenges, but ultimately both classes depend on a GM willing to throw them a bone with challenges suited to their talents.
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04-27-2014, 06:37 AM | #6 | |
Join Date: Aug 2010
Location: MI
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Re: [DF] Artificers questions
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04-27-2014, 08:15 AM | #7 | |
Join Date: Nov 2007
Location: Sydney
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Re: [DF] Artificers questions
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Theres a thread on Dungeon Fantastic about what needs to be done by a GM to make them viable. Combat wise though? No way starting skills so low. A bard outclasses them. An Artificer is more useful at the 250 point level. At least they can fling chemical conconctions. The Dwarven demolisher outshines the thief too and can do everything they can except backstab. They have flamethrowers though! |
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04-27-2014, 09:26 AM | #8 |
Join Date: Aug 2004
Location: Austin, TX
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Re: [DF] Artificers questions
I agree that the Artificer can be problematic. I wrote an article with some house rules for giving them a bit of help (basically by giving them more discounts when purchase stuff they can make) and listing some some sample devices that should be available to an artificer:
http://noschoolgrognard.blogspot.com...n-fantasy.html I think the key thing with the artificer is that the player and the GM both must have the attitude that an artificer is just as much a problem solver as the wizard, just with a different attitude. Few GMs would balk at a wizard using Shape Stone to effectively create an elevator and lift all the PCs up the side of a chasm at the cost of a few points in skills and a few points of FP. An artificer should be able to get the PCs up the side of a cliff for a few FP and very little time, even if the GM personally thinks that the building a primitive elevator should be expensive and time consuming.
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04-28-2014, 11:19 AM | #9 | |||
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Artificers questions
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Note also that artificers are intended primarily for cash-poor groups with few casters. They can adapt and improvise the whole gamut of mundane gear. If all the heroes have Vows related to owning little or no gear, or just very low Wealth, and their magical support is a single Poor cleric who mostly has Healing spells, it suddenly becomes very relevant that this one delver can adapt found gear and jury-rig solutions that normally call for expensive tool kits. Rich groups have much less use for an artificer, as do groups full of high-end casters. Like I said: "a certain kind of gamer." Quote:
There are ways to get even more bonuses: drink a wisdom potion (Dungeon Fantasy 1, p. 29), get a miraculous toolbelt (Dungeon Fantasy 8, p. 41), have a caster put a Bless or Wisdom spell on you, and so on. The GM can certainly allow up to +5 for Time Spent (p. B346). I think that rule is a headache for DF, but taking 30× as long to carry out a task that normally requires 1d×20 minutes – i.e., 1d×10 hours – isn't utterly impossible in town (1d×10 hours is on average about a workweek). The GM would have to decide that it applies to such an esoteric task. Quote:
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04-28-2014, 10:00 PM | #10 | |
Join Date: Nov 2007
Location: Sydney
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Re: [DF] Artificers questions
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artificer spellsmith |
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