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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="TwoSix" data-source="post: 7706724" data-attributes="member: 205"><p>Sure, but the converse argument (to my mind, at least) is that if you're not making magic items like in the DMG, they aren't really magic items.</p><p></p><p>It's like your argument from way back in the "full caster bard" thread that the container you use for a mechanic (for example, spell slots and bardic magic) matters to the story of the class. A "magic item" that really just mimics a spell or ritual doesn't feel like a crafter of magic items, it feels like an alternate wizard mechanic. </p><p></p><p></p><p></p><p>I'm a little confused, healing draught is once per target per long rest. </p><p></p><p></p><p></p><p>I think we're misunderstanding each other. My argument was that those two abilities in tandem support both low AND high magic campaigns for the reasons I outlined. Magic items are more valuable in a low-item campaign (since their abilities are less likely to be available), and the slots are more valuable in a high-item campaign, AND the abilities work together to ensure you don't craft more items than you can attune.</p><p></p><p></p><p>It might be better as a subclass option. If you leave it is as a construct, you're restricting possible subclass options. If it has more options available, than the ability doesn't tell as much of a story. I'm thinking a slightly more generic set of options at the class level, with customizations and enhancements in the subclass.</p><p></p><p></p><p>I've seen this floating around, but where is the precedent? Artificers didn't make golems in either 3e or 4e. The closest they had was the renegade mastermaker PrC in 3e (which was more of a turning yourself into a Franken-cyborg) and the dedicated wright homunculus (the other homunculi were beast shaped or animated objects). I mean, if you absolutely need a golem-making artificer, I fully support your Promethean crusade, but it seems a little odd. <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="TwoSix, post: 7706724, member: 205"] Sure, but the converse argument (to my mind, at least) is that if you're not making magic items like in the DMG, they aren't really magic items. It's like your argument from way back in the "full caster bard" thread that the container you use for a mechanic (for example, spell slots and bardic magic) matters to the story of the class. A "magic item" that really just mimics a spell or ritual doesn't feel like a crafter of magic items, it feels like an alternate wizard mechanic. I'm a little confused, healing draught is once per target per long rest. I think we're misunderstanding each other. My argument was that those two abilities in tandem support both low AND high magic campaigns for the reasons I outlined. Magic items are more valuable in a low-item campaign (since their abilities are less likely to be available), and the slots are more valuable in a high-item campaign, AND the abilities work together to ensure you don't craft more items than you can attune. It might be better as a subclass option. If you leave it is as a construct, you're restricting possible subclass options. If it has more options available, than the ability doesn't tell as much of a story. I'm thinking a slightly more generic set of options at the class level, with customizations and enhancements in the subclass. I've seen this floating around, but where is the precedent? Artificers didn't make golems in either 3e or 4e. The closest they had was the renegade mastermaker PrC in 3e (which was more of a turning yourself into a Franken-cyborg) and the dedicated wright homunculus (the other homunculi were beast shaped or animated objects). I mean, if you absolutely need a golem-making artificer, I fully support your Promethean crusade, but it seems a little odd. :) [/QUOTE]
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