Are you saying rangers impress you?? What kind of ranger are we talking?Anyway it's not really impressing me. It's a half caster that's a bit meh at dealing damage compared with Paladins and Rangers.
Are you saying rangers impress you?? What kind of ranger are we talking?Anyway it's not really impressing me. It's a half caster that's a bit meh at dealing damage compared with Paladins and Rangers.
Power Rangers 5E Game Explained: Morphin' Time For Tabletop RPGs duhAre you saying rangers impress you?? What kind of ranger are we talking?
Sorry, I was unclear. What I meant was that the specific text between the Basic Rules and the DMG are identical in reference to spell scroll casting times.Just to be clear: D&D rules discussions must allow for folks using official products as printed. In that light, they are both correct.
Well, what happened is they first changed the rules that ALL spells required an action. This means that a scroll (in general) can now require a bonus action or reaction in future adventures/books without having contradictions (though it was always specific beats general anyways).Interestingly, that gets complicated.
The original passage on pg 139 says, "...unleashing that magic requires using an action to read the scroll..."
Applying the errata to that text, it says, "...unleashing that magic requires the user to read the scroll..."
It isn't until you get to the errata for page 200 that they give the casting time issue. So, they change the rules and move the information to a different place in the book, which will muddle understanding. Such is the nature of editing after the fact. Space needs to be left in our discussion to allow for that
I suspected 4e was to blame, but I didn't know the system well enough to point a finger.I agree with Paul - 3.x implicitly and 4e explicitly had magic item bonuses worked into the expected math of character advancement. They were a hidden/pointed-out-but-discrete part of leveling. 5e does not have that.
That's all well & good but is a distraction from the problem with artificer that makes the missing pieces a problem even if the absence of them is considered a strength for some. Nearly every class gets a strong (or at least good) ability at level 10 & usually 11 but the artificer only gets that if the gm has set that knob in a particular direction. At 10 artificer getsI agree with Paul - 3.x implicitly and 4e explicitly had magic item bonuses worked into the expected math of character advancement. They were a hidden/pointed-out-but-discrete part of leveling. 5e does not have that.
If you look at the breakdown in XGtE pg 135, the idea that any specific character has any items in not addressed. What you do have is a loose guide by tier, and it's for an entire party. And that's just derived from the expected distribution of the DMG treasure tables plus adding in Common items which were introduced on the following page.
The other side of this is that when items are an expected part of character math, they need to be purchasable so there needs to be both magic item costs and wealth per level, and the wealth per level needs to handle the expected items but not more - pushing out other uses of wealth. By not having magic items being part of character math, those can be left out so that it is another knob the DM can use to customize their own setting without worrying about going monty haul in terms of magic items because they aren't directly exchangeable. So one DM can have a setting with plenty of gold and the characters buying titles, building fortifications, bribing officials, and doing whatever, and another can have characters always hungry for the next quest due to needing funds - and both of those parties are mechanically able to handle the same range of expected foes.
okUm, the spell storing item is best handed to another creature to use.
Look at the artificer spell list, I even included it in #215, Keep in mind that this is a level 11 ability following a level 10 ability consisting of what is likely to be one or two ribbons due to a rules omission & what other classes get at those levels. which spell & what class do you think this poor deliberately awful build character is?... Even if you really stack things in favor of the spell storing item & say that the rest of the party is nothing but fighters & barbarians with no spellcasting or healing abilities waiting till level 11 for such an ability is misplaced at bestEither another PC who isn't casting (and hance isn't using concentration), or you create-your-own-minion (an animated object, a homoculous, your steel defender, whatever).
again you have the bonus action problem with that third level xge spellCast Tiny Servant. You now have a robot that can web 10 times per day over 8 hours while you the artificer are concentrating on something else.
assuming that doesn't for example keep you from using your archetype abilities....A level 11 ability needs to be more tightly designed than thisIt doesn't quite double your action economy, but it is damn close (you have to burn a bonus action to change your servant's orders)