Posted: Thu Feb 15, 2018 4:32 am
Heads up - the 5E artificer is supremely, stupendously, staggeringly, indescribably shitty. Your big thing is that you get a couple free magic items as you progress and that you can put your spells in objects for anyone to use. The magic items you can choose from are complete shit and your spell list caps out at a whopping level 4 and is also complete shit, so it's impossible to have any fun whatsoever with this. Artifacer doesn't get anything. It has nothing to offer to anyone who is trying to do anything.
Generally, if you aren't sure how you're going to fit into a campaign, just play Supporty McEnabler. Figure out what the other characters are trying to do. Think of a character that will make them say "hey, it would be nice to have this person around to do a thing." Figure out what the other characters' motivations are. Think of a motivation that lets you help them without any awkward conflicts as obstacles.
In the context of an intrigue game, muscle is a Supporty McEnabler. You don't have to scheme, but because you're there other players are going to think about how to use you in their schemes. But note that 'muscle' in an intrigue game is not Mr. Punchman. It's Mr. Cloak and Dagger. It doesn't have to be a secret what you are, but you do have to do what you do quietly with plausible deniability. And if it is also a secret what you are, that's fine too. It's also a role that can grow into proper intriguing. Spymasters are a thing.
Diviner is a Supporty McEnabler. It, too, is a role that can grow into proper intriguing. If you're a cleric, that leaves the door open to the wonderful world of religious politics.
I honestly do not know what else I would do in D&D 5E. The system just doesn't have interesting abilities for this kind of shit, so what does it matter? Either I'm a monk/rogue because it will generate the most generous DM rulings for a skillmonkey or I'm a wizard/cleric because they have ALL THE MAGIC!!1!.
Generally, if you aren't sure how you're going to fit into a campaign, just play Supporty McEnabler. Figure out what the other characters are trying to do. Think of a character that will make them say "hey, it would be nice to have this person around to do a thing." Figure out what the other characters' motivations are. Think of a motivation that lets you help them without any awkward conflicts as obstacles.
In the context of an intrigue game, muscle is a Supporty McEnabler. You don't have to scheme, but because you're there other players are going to think about how to use you in their schemes. But note that 'muscle' in an intrigue game is not Mr. Punchman. It's Mr. Cloak and Dagger. It doesn't have to be a secret what you are, but you do have to do what you do quietly with plausible deniability. And if it is also a secret what you are, that's fine too. It's also a role that can grow into proper intriguing. Spymasters are a thing.
Diviner is a Supporty McEnabler. It, too, is a role that can grow into proper intriguing. If you're a cleric, that leaves the door open to the wonderful world of religious politics.
I honestly do not know what else I would do in D&D 5E. The system just doesn't have interesting abilities for this kind of shit, so what does it matter? Either I'm a monk/rogue because it will generate the most generous DM rulings for a skillmonkey or I'm a wizard/cleric because they have ALL THE MAGIC!!1!.