Connecting with Nature's Cycles on the Fall Equinox

By admin

The fall equinox, also known as the autumnal equinox, marks the beginning of the fall season. It is a magical time when day and night are roughly equal in length, creating a sense of balance and harmony in the natural world. This celestial event occurs around September 22nd and brings with it a sense of transition and transformation as the days gradually become shorter and the temperatures begin to cool. During the fall equinox, there is a special energy in the air. It is a time of abundance and harvest, as farmers gather the fruits of their labor and prepare for the colder months ahead. This abundance is not only seen in the fields but also in the changing colors of the leaves, as nature puts on a dazzling display of reds, oranges, and yellows.


Overall, I love the idea of an Artificer, but from a game design standpoint, WotC dropped the ball, and it comes down to theme, verbiage, and laziness. They completely avoid anything that causes the artificer to need to be intelligent. Your intelligence modifier has little to nothing to do with your ability to create more powerful Magic items. They constantly use words like "imbue", "bestow", or "invest" instead of "craft", "forge", "brew", "tinker", "concoct". They also never refer to any work needing to be done by the artificer for the magic to happen. They always say things like "with tools in hand, touch the thing and it's magic now". WotC set a precedent with the wizard that INT-based classes are going to require some in-game work and study, but then promptly abandoned it as soon as they introduced the Artificer.

Overall, I love the idea of an Artificer, but from a game design standpoint, WotC dropped the ball, and it comes down to theme, verbiage, and laziness. The unique and personalized nature of these toys creates an enriching play experience for children while fostering a sense of appreciation for India s rich heritage.

Toy crafted from wood and imbued with magic

This abundance is not only seen in the fields but also in the changing colors of the leaves, as nature puts on a dazzling display of reds, oranges, and yellows. In many cultures, the fall equinox is a time for celebration and gratitude. It is a time to reflect on the blessings of the year and to give thanks for the abundance of the harvest.

The 5th edition Artificer is an ocean of missed potential and weird design.

The artificer really bothers me as a class. I understand the complexities that come with designing a whole new class with subclasses, features, and unique abilities. However, I feel like WotC kinda gave up when it comes to artificer.

Before I start my rant, I want to say I'm not a game designer, just a guy with some opinions.

Firstly, let's talk about the only other intelligence-based class in the game: wizards.

Wizards (mostly) get spells using money. They need money to buy ink, quills, and they need time to copy things into their spellbook. Getting money and objects enhances their abilities. As far as I know, this is the only class to use this feature.

Now, artificers, the engineering, tinker class, get to, "imbue" normal items with magic just by. touching them with tools in hand? First off, everything that requires tools can be done with thieves' tools for some reason, which makes zero literal sense. Why would anyone pick any other tool proficiency when thieves' tools can both unlock a door, and and make my weapons stronger? If you do end up using different tools (which you can magically summon out of thin air, no intelligence check/save required) the only thing it changes is the RP. "You know how you quested for days to find that magic longsword? Well I don't know why you try so hard, I could have done that with any old butterknife and a lockpick I found on the ground." It's bonkers, thematically.

2nd, No material components? No money or resources required? There's no work involved, no chance of failure (which I would argue should be a huge part of the artificer, thematically) there's hardly any INT required to be an Artificer. You're apparently less of a scientist and more of a king midas of magic items. This isn't a class you can learn like you would expect from an INT class that relies on your knowledge. You're really just a sorcerer with some cool items.

3rd, crafting an item is doable by everyone already. All they need is a formula. Why not have the artificer gain formulas the way wizards gain spells? Give them a blueprint book or something. The fact that being an Artificer gives you no advantage to crafting an item according WotC's own rules until lvl 10 is ridiculous. Even more so that you can't craft items better than any other class, but you're able to just "bestow" power on anything.

4th, artificers are just wizards with infusions. They can't thematically cast spells, but they can thematically do what spells can do, with the same exact restrictions. They do get a limited list of infusions, which makes a fairly limited range of magic items, but they can't do much to create their own, and the infusions don't require anything specific in order to function. I get that the undertaking of creating new and comprehensive mechanics for Tinkers, Alchemists, Herbalists, Artillerists, etc. is a large one. But taking something so unique as an Artificer and dumbing it down to "here's 10 things you can make" really kills the theme for me. In my opinion, there should be a table for items, and as many ways to change them as possible, and the materials required to do so. Wanna make an acid sword that blinds enemies? You'll need Acid from a black dragon, mimic, or other acid creature, then something to make it glow, or blind in another way. Probably best at the DM's discretion.

Overall, I love the idea of an Artificer, but from a game design standpoint, WotC dropped the ball, and it comes down to theme, verbiage, and laziness. They completely avoid anything that causes the artificer to need to be intelligent. Your intelligence modifier has little to nothing to do with your ability to create more powerful Magic items. They constantly use words like "imbue", "bestow", or "invest" instead of "craft", "forge", "brew", "tinker", "concoct". They also never refer to any work needing to be done by the artificer for the magic to happen. They always say things like "with tools in hand, touch the thing and it's magic now". WotC set a precedent with the wizard that INT-based classes are going to require some in-game work and study, but then promptly abandoned it as soon as they introduced the Artificer.

Why does the artificer do less work on a regular basis than the wizard? Why is there no chance of the artificers infusions / magical imbuements failing or causing problems?

The answer is A) they tried to put too many the classes into one class, resulting in very generic wording and rules. B) they probably just had to push something out, so they didn't want to spend a lot of time developing deeper mechanics for the class and it's subclasses. C) they lost sight on developing an immersive yet realistic class in favor of being much easier to understand.

Generally, WotC does just fine in their development of the game, especially when it comes to the more Fringe aspects of d&d. But when it comes to core gameplay mechanics, I can tell they're not giving their designers enough time to create the best game they can.

TL;DR the current 5e artificer is just trying to do too much. The class is built too much around flavor, and not enough around interesting mechanics. The interesting mechanics it does have, feel pretty limited, and, in my opinion, the class as a whole doesn't do a great job of embodying what an artificer is without the player having to re-flavor the whole thing..

Before I start my rant, I want to say I'm not a game designer, just a guy with some opinions.
Magic of the fall equinox

People come together to feast, share stories, and honor the changing of the seasons. It is a time to connect with nature and to honor the cycles of life. Symbolically, the fall equinox represents a shift from the yang energy of the summer to the yin energy of the fall. It is a time of letting go and releasing what no longer serves us. Just as the leaves fall from the trees, we too can let go of old patterns, beliefs, and behaviors that are holding us back. It is a time to shed the old and make space for new growth and possibilities. In addition to its symbolic meaning, the fall equinox is also a time for spiritual practices and rituals. People may gather in groups to perform ceremonies, meditate, or create altars to honor the changing of the seasons. These practices can help to align oneself with the natural rhythms of the earth and connect with the deeper meaning of this magical time. In conclusion, the fall equinox is a magical time of balance, transition, and transformation. It is a time to connect with nature, celebrate abundance, and let go of what no longer serves us. Whether through rituals, ceremonies, or simply taking a moment to pause and reflect, the fall equinox offers an opportunity to tap into the magic of the changing seasons and align oneself with the rhythms of the earth..

Reviews for "The Fall Equinox and the Magic of Harvesting Abundance"

1. Sarah - 2/5 - I was really disappointed by "Magic of the fall equinox". The characters felt flat and uninteresting, and the plot was predictable and lacked any real depth. The writing style also left a lot to be desired, with awkward dialogue and boring descriptions. Overall, I found it to be a forgettable and unengaging read.
2. James - 1/5 - "Magic of the fall equinox" was one of the worst books I've ever read. The story was nonsensical and the magical elements felt forced and out of place. The pacing was all over the place, with long stretches of dullness followed by rushed and unexplained plot developments. I couldn't connect with any of the characters, and the writing was full of cliches and poor grammar. I would not recommend this book to anyone.
3. Emily - 3/5 - While "Magic of the fall equinox" had some interesting ideas, I found the execution to be lacking. The story had potential, but it fell flat due to inconsistent world-building and weak character development. The pacing was slow, and it took too long for anything significant to happen. The writing itself was average, neither particularly engaging nor terrible. Overall, I was disappointed by this book, but it had a few redeeming qualities.

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