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WotC Survey Result: Classes OK, Eberron Needs Work
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<blockquote data-quote="fuindordm" data-source="post: 7669213" data-attributes="member: 5435"><p>I think a concept deserves to be a class if it is broad enough to support subclasses/paths/archetypes.</p><p></p><p>You can hack an artificer from a cleric, bard, or wizard. But it's better to make a new class that lets players specialize into Magical Researcher, Dr Frankenstein, Alchemist, or just That Guy/Gal With A Knack For Using Magic Items (i.e., wand blaster). In fact, I think these archetypes have just enough difference between them to work very well on the subclass model (a kit of 3-4 extra powers granted on top of the base class).</p><p></p><p>For example:</p><p><strong>Researcher</strong> gets craft reserve, improved crafting times, expertise in checks to ID magic items and effects (such as traps), option to add an item formula instead of a spell to their book when leveling.</p><p><strong>Frankenstein</strong> gets companion construct (like beastmaster ranger?), improved effect when healing/hurting constructs, maybe at high levels the ability to temporarily animate objects into a pseudo-golem (like Jude Law in Mieville's Iron Council)</p><p><strong>Item Master</strong> gets abilities to do more with wands and other charged items on the metamagic model, burning more charges to enhance the spell; maybe an extra attunement at high level; quicker time to unattune items. So they're not completely dependent on GM handouts, I would let them apply metamagic also to the Spell Storing Item infusion by burning extra spell slots of their own.</p><p></p><p>Everyone gets: the same spell list including "spell storing item", buff spells, temporary item enhancement spells, and specialized construct repair/injure spells; the wizard spellbook learning model, and suitable proficiencies. I would make them full casters like a bard, so that spell storing item can scale to 9th level spells. </p><p></p><p>The only major difficulty with the class is how it intersects with the default assumption that item creation is rare and difficult. I'd suggest putting all the craft reserve stuff into one subclass, with a sidebar explaining the pros and cons of allowing that subclass.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 7669213, member: 5435"] I think a concept deserves to be a class if it is broad enough to support subclasses/paths/archetypes. You can hack an artificer from a cleric, bard, or wizard. But it's better to make a new class that lets players specialize into Magical Researcher, Dr Frankenstein, Alchemist, or just That Guy/Gal With A Knack For Using Magic Items (i.e., wand blaster). In fact, I think these archetypes have just enough difference between them to work very well on the subclass model (a kit of 3-4 extra powers granted on top of the base class). For example: [b]Researcher[/b] gets craft reserve, improved crafting times, expertise in checks to ID magic items and effects (such as traps), option to add an item formula instead of a spell to their book when leveling. [b]Frankenstein[/b] gets companion construct (like beastmaster ranger?), improved effect when healing/hurting constructs, maybe at high levels the ability to temporarily animate objects into a pseudo-golem (like Jude Law in Mieville's Iron Council) [b]Item Master[/b] gets abilities to do more with wands and other charged items on the metamagic model, burning more charges to enhance the spell; maybe an extra attunement at high level; quicker time to unattune items. So they're not completely dependent on GM handouts, I would let them apply metamagic also to the Spell Storing Item infusion by burning extra spell slots of their own. Everyone gets: the same spell list including "spell storing item", buff spells, temporary item enhancement spells, and specialized construct repair/injure spells; the wizard spellbook learning model, and suitable proficiencies. I would make them full casters like a bard, so that spell storing item can scale to 9th level spells. The only major difficulty with the class is how it intersects with the default assumption that item creation is rare and difficult. I'd suggest putting all the craft reserve stuff into one subclass, with a sidebar explaining the pros and cons of allowing that subclass. [/QUOTE]
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WotC Survey Result: Classes OK, Eberron Needs Work
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