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General Tabletop Discussion
*Dungeons & Dragons
Artificer UA to be released in February
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<blockquote data-quote="NaturalZero" data-source="post: 7772716" data-attributes="member: 55705"><p>The thunder cannon isn't technically artillery, since it's an ordinance weapon. If you swapped in a bunch of cannons during the Last War, sure, that would change the flavor, but having a few select people with magical small arms that produce magical effects doesn't really seem to change the base flavor, IMO. It's not like they're adding mundane guns to common solders, magewrights, and wand-slingers. The thunder cannon is a magical thing in the exact same vein as Eberron's magical trains and magical robots.</p><p></p><p>Making a dedicated wand-slinger could be cool and could fill the gunslinger niche, but my issue is that it would essentially be using the same items and spells as everyone else, with some tweaks. Alternately, it could use completely unique class items and spell effects, but then you're basically re-making the thunder cannon, with its special features.</p><p></p><p>People keep claiming that the UA artificer doesn't represent Eberron and I'm still not seeing how. Eberron, by default, was intended to be a setting where everything DnD has a place and, even if you toss out the thunder cannon subclass, everything else about the UA artificer seemed to fit just fine in core DnD, and thus, Eberron. What does it need to be Eberron and why? Dragon shard abilities? Dragonmark abilities?</p><p></p><p></p><p></p><p>I think I'd understand this viewpoint more if they were adding mundane guns to the setting as a general item. The thunder cannon is an explicitly magical artifice and, to me, it lies exactly in line with the magical trains, magical robots, magical steetlights, etc, that reproduce scientific tech in Eberron already.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 7772716, member: 55705"] The thunder cannon isn't technically artillery, since it's an ordinance weapon. If you swapped in a bunch of cannons during the Last War, sure, that would change the flavor, but having a few select people with magical small arms that produce magical effects doesn't really seem to change the base flavor, IMO. It's not like they're adding mundane guns to common solders, magewrights, and wand-slingers. The thunder cannon is a magical thing in the exact same vein as Eberron's magical trains and magical robots. Making a dedicated wand-slinger could be cool and could fill the gunslinger niche, but my issue is that it would essentially be using the same items and spells as everyone else, with some tweaks. Alternately, it could use completely unique class items and spell effects, but then you're basically re-making the thunder cannon, with its special features. People keep claiming that the UA artificer doesn't represent Eberron and I'm still not seeing how. Eberron, by default, was intended to be a setting where everything DnD has a place and, even if you toss out the thunder cannon subclass, everything else about the UA artificer seemed to fit just fine in core DnD, and thus, Eberron. What does it need to be Eberron and why? Dragon shard abilities? Dragonmark abilities? I think I'd understand this viewpoint more if they were adding mundane guns to the setting as a general item. The thunder cannon is an explicitly magical artifice and, to me, it lies exactly in line with the magical trains, magical robots, magical steetlights, etc, that reproduce scientific tech in Eberron already. [/QUOTE]
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