I'm A Banana
Potassium-Rich
I would welcome an artificer class that was rebuilt from the ground up, personally. Previously, they have always had (IMO) a little too much inherited from the wizard. A new system designed just for them? Heck yes. I always felt that the infusions were just reskinned wizard spells anyway.
5e's shown a conservative vein that might make me bet against that if I were a betting man (see, for instance, the reaction against the transformative sorcerer in the playtest). But perhaps the artificer is an exception and people are interested in a fresh take on it? I think that would depend on how awesome the new mechanical fob was. Because it'd be easy to default make them a subclass. For a class, we need some reason not to do that.
The main problem I see is balance. If a party member can make trinkets with minor magical effects and hand them out like candy, does that infringe on the other party members abilities? And if the artificer CAN'T do that, then what makes them unique?
Yeah...there's also the issue of action use. Like, an artificer's main schtick is a schtick they do during rests (crafting). Which doesn't make for a lot of interesting in-the-middle-of-a-dungeon choices. The infusion mechanic I posted also suffers from that -- no interesting decision points between the rests. They could keep a few spells for in-combat use, and they could always drop potions or scrolls or whatever, but that's not unique (or much different form spellcasting).
Wrathamon said:It's about how they replicate magic by making items that do the same thing that a spell does. And, they do it during an adventure, when the situation comes up they make something to solve the problem.
Sounds like a vote for a wizard subclass to me! "Reskinned spellcasting" isn't the most solid basis for a large wordcount spent, IMO.
Remathilis said:What if an artificer could make temporary magical items that mimicked real magic items? Not "This shirt has shield of faith on it, +2 to AC" but "This bag now acts like a bag of holding" type stuff. As he gains levels, make permanent ones quicker or cheaper than a normal mage.
What does "this bag now acts like a bag of holding" do that, say, a Leomund's Secret Chest spell doesn't? If the differences aren't that great, functionally, why not just refluff casting Leomund's Secret Chest as "you make this bag work like a bag of holding"? What's re-inventing the wheel give us here?
Remathilis said:Magic items are based around rarity (Common through Legendary). As an artificer gains levels, he gains the ability to make (and affect) rarer and rarer items. He might only be able to do Common at first, Uncommon at 3rd, but by 20th he can even affect Legendary items.
Mechanically, I think we would need to be cautious about letting them just recreate magic items from the DMG "reliably." A magic item from the DMG is built to serve a different gameplay purpose than an item made by an artificer. There's probably no harm with a minor feature that grants them more speed and cheaper item crafting, but item crafting itself is a pretty abstract and ad hoc process in 5e, so there's not a lot of grist for that mill -- it won't be a defining feature. Artificer crafting and bag-of-holding crafting serve different masters, so the artificer shouldn't be looking at the DMG for their class features.
Which might actually be the start of a good major mechanical feature for an independent class. What are the differences between what a DMG magic item tries to do and what an artificer's magic item would have to do and what might a system of making the artificer's stuff look like?
Sounds like any spellcaster with access to buff spells like bless, mage armor, etc. to me.Remathilis said:Homoculous Master lets him burn his Artificer Reserve to augment constructs; adding new abilities to them without relying on infusions.
Blasting spells like Fire Bolt or Burning Hands are magical bombs; potions are just buff spells.Remathilis said:Alchemists can make magical bombs, attempt crazy potions combinations, even avoid miscability rolls (just look at PF's alchemist for ideas)
Buffs. And trucking in iffy "the artificer can reliably make what is intended to be an unreliable extra bonus" territory.Remathilis said:Runeforgers get a bonded magical weapon they can burn points into enchanting, giving it additional abilities like sentience or doing so at a discounted rate.
Buffs again. 300 cable channels of buffs, but there's nothing on.Mastermakers can use their AR on themselves to augment.

A lot of this is the recurring issue of "I cast magic with items!" and "I cast magic by wiggling my fingers!" being a pretty cosmetic difference. That'd be basically fine for a subclass (a few features that add some anchors to the cosmetic difference is all that really needs). For a class, I'd want more than a cosmetic difference. Not totally sure what that might look like for an artificer, but I know I don't want it to be a whole independent class with 5 different slightly different flavors of buffs. Those distinctions are too fiddly and academic to be very compelling.