Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7706721" data-attributes="member: 20564"><p>Decent. Below par. Has potential. Rookie mistakes. Actually, my initial read was "decent, good enough for people to play" but the more I delve into it to write this, the less I like it.</p><p></p><p>Tool Expertise - is it really game breaking to have an artificer who can make all of this be extra good with any tools they use?</p><p></p><p>Wondrous Invention - a class feature that grants items instead of innate abilities. I'm okay with it but I can see pushback, especially with people doing lower or higher amounts of magic then default. Or from parties who give magic items evenly and count these class features. </p><p></p><p>I'm not more than okay with it because of the tiny list of possible items that isn't future proofed or fit to a campaign. And what happens if you are captured and your class feature is taken from you? Or your DM gives out one so you aren't all that special. Or you start with a bag of holding but at 10th really want that Hewards Handy Haversack and now your lower level class feature is obsolete. I'd rather is was treated as a class feature and you need to keep renewing it (so you can't sell it) but instead you can change what the item is and the old one falls apart and you can get a different one. Also good if your class feature gets stolen or disenchanted, which can't happen to others.</p><p></p><p>I wish mechanical servant was a subclass feature, I don't see every artificer having one.</p><p></p><p>The design team is apparently unable to remember just a few months back when the released the revised ranger that there was two years of consistent negative feedback, and gave out a companion as a class feature that doesn't scale. Either rip out this abortion or make it scale, but right now all it's doing is being an opportunity cost that there isn't something else written there except for a few levels.</p><p></p><p>Spellcasting. Fine with the slow advancement, wonder how ti will multiclass.</p><p></p><p>Alchemist - does the line "After you use one of those options, the bag reclaims the materials" mean you can only have one of these out at a time? If so, spell it out. I can't tell and that vastly changes the balance of the powers.</p><p></p><p>If you can pull out multiple at a time, something about them going bad would stop you from selling them and ruining the economy. (Healing Draught has this, but the others don't.) The though of an alchemist spending an hour every day (just how many rounds is that?) to outfit a thieves' guild with several alchemical items each (acid for locks, damage is automatically maximized, smoke sticks and swift step draught if seen, fire if attacked, etc.) is just frightening.</p><p></p><p>Healing drought needs an action to take out and an action to use? If you can only have one out so giving one to your front liner will it negate all of your other alchemist uses, it's effectively non-combat. If not then it's the first thing you do when you awake (and refresh every hour when they expire) is to hand one out to everyone.</p><p></p><p>Gunsmith doesn't fit thematically many campaign settings. Please rip out every little bit of flavor in there including mechanics that support the flavor like making ammo, and put in a sidebar of different ways you can flavor it such as gunslinger, or magical construct bird that attacks, or whatever.</p></blockquote><p></p>
[QUOTE="Blue, post: 7706721, member: 20564"] Decent. Below par. Has potential. Rookie mistakes. Actually, my initial read was "decent, good enough for people to play" but the more I delve into it to write this, the less I like it. Tool Expertise - is it really game breaking to have an artificer who can make all of this be extra good with any tools they use? Wondrous Invention - a class feature that grants items instead of innate abilities. I'm okay with it but I can see pushback, especially with people doing lower or higher amounts of magic then default. Or from parties who give magic items evenly and count these class features. I'm not more than okay with it because of the tiny list of possible items that isn't future proofed or fit to a campaign. And what happens if you are captured and your class feature is taken from you? Or your DM gives out one so you aren't all that special. Or you start with a bag of holding but at 10th really want that Hewards Handy Haversack and now your lower level class feature is obsolete. I'd rather is was treated as a class feature and you need to keep renewing it (so you can't sell it) but instead you can change what the item is and the old one falls apart and you can get a different one. Also good if your class feature gets stolen or disenchanted, which can't happen to others. I wish mechanical servant was a subclass feature, I don't see every artificer having one. The design team is apparently unable to remember just a few months back when the released the revised ranger that there was two years of consistent negative feedback, and gave out a companion as a class feature that doesn't scale. Either rip out this abortion or make it scale, but right now all it's doing is being an opportunity cost that there isn't something else written there except for a few levels. Spellcasting. Fine with the slow advancement, wonder how ti will multiclass. Alchemist - does the line "After you use one of those options, the bag reclaims the materials" mean you can only have one of these out at a time? If so, spell it out. I can't tell and that vastly changes the balance of the powers. If you can pull out multiple at a time, something about them going bad would stop you from selling them and ruining the economy. (Healing Draught has this, but the others don't.) The though of an alchemist spending an hour every day (just how many rounds is that?) to outfit a thieves' guild with several alchemical items each (acid for locks, damage is automatically maximized, smoke sticks and swift step draught if seen, fire if attacked, etc.) is just frightening. Healing drought needs an action to take out and an action to use? If you can only have one out so giving one to your front liner will it negate all of your other alchemist uses, it's effectively non-combat. If not then it's the first thing you do when you awake (and refresh every hour when they expire) is to hand one out to everyone. Gunsmith doesn't fit thematically many campaign settings. Please rip out every little bit of flavor in there including mechanics that support the flavor like making ammo, and put in a sidebar of different ways you can flavor it such as gunslinger, or magical construct bird that attacks, or whatever. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
Top