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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="I'm A Banana" data-source="post: 7706666" data-attributes="member: 2067"><p>Man, kind of a mess that's filled with a lot of interesting ideas (that aren't necessarily good ideas, but that are <em>interesting</em>, and for a playtest that's more important!).</p><p></p><p><strong><u>It's Narrow</u></strong></p><p>I remember that there was the idea, once upon a time, of treating the artificer as a subdivision of a broader class that focused on "magical crafting" (dwarven runecarvers, elves that weave great magic in the land, etc.). That's an idea with a home in many campaigns that artificers could be one version of. This version is clearly not for anyone who doesn't want tech in their fantasy. Potentially bad page-count-to-broad-utility ratio. </p><p></p><p><strong><u>Free Magic Items Break the "Contract"</u></strong></p><p>"Oh, a <em>robe of useful items</em>. I mean, sure, it's nice, but I've already got one because I made it." Artificers are going to be making magic items, yes, but there are ways to handle that fiction that don't just give the party free treasure for leveling up. It makes gaining magic items through adventures <em>less fun</em>. That's not a great result. Magic items should always be fun to discover, even if your character can make magic items.</p><p></p><p><strong><u>The Artificer Wants to Stay At Home</u></strong></p><p>Between free magic items and infusions, the best artificer is one who stays in town (or otherwise away from the action) - you just come back to visit them to get recharged. <em>During</em> an adventure, the artificer isn't making a whole lot of interesting decisions about being an artificer. All those decisions are made before they start the adventure (and the things they enable aren't things that <em>they</em> need to do)</p><p></p><p><strong><u>Bonus Attunement Slots? Power from Attunement?</u></strong></p><p>Suddenly, my class powers are dependent on the roll of magic item tables. </p><p></p><p><strong><u>Outclassing the Ranger</u></strong></p><p>Hi, my beast companion is better than yours, I hope that's OK. But also, it can't be a humanoid, so I hope you didn't want a humanoid golem? </p><p></p><p>I think there's a lot of very interesting ideas here, but it is kind of a mess, and a lot of the ideas are a little weak conceptually (free magic items and the turtling being perhaps the most likely to have unpleasant in-play effects, though the better-than-a-ranger-beast-companion is also harsh). But, I like that they're trying out some bold ideas!</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7706666, member: 2067"] Man, kind of a mess that's filled with a lot of interesting ideas (that aren't necessarily good ideas, but that are [I]interesting[/I], and for a playtest that's more important!). [B][U]It's Narrow[/U][/B] I remember that there was the idea, once upon a time, of treating the artificer as a subdivision of a broader class that focused on "magical crafting" (dwarven runecarvers, elves that weave great magic in the land, etc.). That's an idea with a home in many campaigns that artificers could be one version of. This version is clearly not for anyone who doesn't want tech in their fantasy. Potentially bad page-count-to-broad-utility ratio. [B][U]Free Magic Items Break the "Contract"[/U][/B] "Oh, a [I]robe of useful items[/I]. I mean, sure, it's nice, but I've already got one because I made it." Artificers are going to be making magic items, yes, but there are ways to handle that fiction that don't just give the party free treasure for leveling up. It makes gaining magic items through adventures [I]less fun[/I]. That's not a great result. Magic items should always be fun to discover, even if your character can make magic items. [B][U]The Artificer Wants to Stay At Home[/U][/B] Between free magic items and infusions, the best artificer is one who stays in town (or otherwise away from the action) - you just come back to visit them to get recharged. [I]During[/I] an adventure, the artificer isn't making a whole lot of interesting decisions about being an artificer. All those decisions are made before they start the adventure (and the things they enable aren't things that [I]they[/I] need to do) [B][U]Bonus Attunement Slots? Power from Attunement?[/U][/B] Suddenly, my class powers are dependent on the roll of magic item tables. [B][U]Outclassing the Ranger[/U][/B] Hi, my beast companion is better than yours, I hope that's OK. But also, it can't be a humanoid, so I hope you didn't want a humanoid golem? I think there's a lot of very interesting ideas here, but it is kind of a mess, and a lot of the ideas are a little weak conceptually (free magic items and the turtling being perhaps the most likely to have unpleasant in-play effects, though the better-than-a-ranger-beast-companion is also harsh). But, I like that they're trying out some bold ideas! [/QUOTE]
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