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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="I'm A Banana" data-source="post: 7706700" data-attributes="member: 2067"><p>The construct companion is the big roadblock there. The general focus on <em>making items</em> is also an important thing to consider: a broader theme might focus more on the "magic" angle (fantasy) and less on the "crafting" angle (industrial age). </p><p></p><p></p><p>You can have an artificer without the ability to craft magic items from the DMG that satisfies "creating magic items" as well as rewarding characters who find magic items.</p><p></p><p>I mean, the simplest way, off-the-cuff, is to have some ritual spells that artificers learn that can mimic magic items. Knowing the <em>comprehend languages</em> ritual doesn't generally invalidate the appeal of a <em>helm of comprehend languages</em>, for instance, and having an artificer who just cast <em>comprehend languages</em> as a ritual into a helmet that someone could wear means that there's still a delight in finding a helmet that does that all the time. (This also mitigates the "homebody crafter" issue, since the item the artificer makes isn't just something she can give to her allies and send them on their way). </p><p></p><p>Honestly, you could scrap the whole free magic item thing in exchange for ritual caster, a spellbook/recipe book (which they should have anyway! # of spells known?! Bah!), and maybe a few well-placed rituals that mimic/ennable magic item abilities. </p><p></p><p></p><p>Reading the subclasses more closely, it seems like they've put a good handle on it there. The main class has this issue (8 hours is plenty of time to run out and bash some gobbos and come back to camp), but the subclasses don't really. The way they accomplish it is a <em>little</em> artificial, but it's flavorful, so I'm cool with giving them a pass there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Though I'm a bit concerned about the "short-rest-recharge healing" offered by the healing drought, that's a specific quibble. </p><p></p><p></p><p>A high campaign variability is not a desirable thing in a class, I'd think - you want it to be broadly useful, in a variety of campaigns. Otherwise, it's for a small niche of your audience. Could be OK, but if the goal is to get the class into the hands of players, not really what you're aiming for. </p><p></p><p></p><p>Narrowly speaking, it's possible that crafting a mechanical companion might be one sharp corner that needs a good sanding off. Possibly, <em>find familiar</em>-with-construct-option would make a good replacement. </p><p></p><p>If you can't give me a golem-maker, don't pretend like this is adequate. Give me a golem-maker, or go home! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p></p><p>Boldness is good. For UA, I'd rather see bold messes than safe, sanitized options. In published products, maybe a bit more sanitation. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7706700, member: 2067"] The construct companion is the big roadblock there. The general focus on [I]making items[/I] is also an important thing to consider: a broader theme might focus more on the "magic" angle (fantasy) and less on the "crafting" angle (industrial age). You can have an artificer without the ability to craft magic items from the DMG that satisfies "creating magic items" as well as rewarding characters who find magic items. I mean, the simplest way, off-the-cuff, is to have some ritual spells that artificers learn that can mimic magic items. Knowing the [I]comprehend languages[/I] ritual doesn't generally invalidate the appeal of a [I]helm of comprehend languages[/I], for instance, and having an artificer who just cast [I]comprehend languages[/I] as a ritual into a helmet that someone could wear means that there's still a delight in finding a helmet that does that all the time. (This also mitigates the "homebody crafter" issue, since the item the artificer makes isn't just something she can give to her allies and send them on their way). Honestly, you could scrap the whole free magic item thing in exchange for ritual caster, a spellbook/recipe book (which they should have anyway! # of spells known?! Bah!), and maybe a few well-placed rituals that mimic/ennable magic item abilities. Reading the subclasses more closely, it seems like they've put a good handle on it there. The main class has this issue (8 hours is plenty of time to run out and bash some gobbos and come back to camp), but the subclasses don't really. The way they accomplish it is a [I]little[/I] artificial, but it's flavorful, so I'm cool with giving them a pass there. :) Though I'm a bit concerned about the "short-rest-recharge healing" offered by the healing drought, that's a specific quibble. A high campaign variability is not a desirable thing in a class, I'd think - you want it to be broadly useful, in a variety of campaigns. Otherwise, it's for a small niche of your audience. Could be OK, but if the goal is to get the class into the hands of players, not really what you're aiming for. Narrowly speaking, it's possible that crafting a mechanical companion might be one sharp corner that needs a good sanding off. Possibly, [I]find familiar[/I]-with-construct-option would make a good replacement. If you can't give me a golem-maker, don't pretend like this is adequate. Give me a golem-maker, or go home! :) Boldness is good. For UA, I'd rather see bold messes than safe, sanitized options. In published products, maybe a bit more sanitation. :) [/QUOTE]
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