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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749771" data-attributes="member: 25818"><p><strong>Originally posted by rampant:</strong></p><p></p><p>Ok question why are you making it so hard for artificers to be useful? Spell storing item is supposed to be a basic ability for them and they have to make checks to use it? They pay for the spell slot twice onc ein actual spell slot and again in craft reserve, and they can't palm them over to allies? I've gotta say you'r emaking it hard for the artificer to be anything but an inneficient caster with far too much versatility. The artificer is a support class he's supposed to be opening new opportunities and options for not just himself but the party as well. I suggest half the cost of the craft reserve or making it one per stored spell. That way you;r still paying for a higher level spell via the spell slot but you're not eating half your craft reserve just to be level appropriate. Also ditch the extra check and let allies use the items. (maybe allies using the item can be a higher level thing as you learn to simplify the process but it needs to be in there)</p><p> </p><p>Why do the scrolls only allow creation after a short rest? I don't quite get why you don't want them writing one up in the morning.</p><p> </p><p>Weapon augmentation is still terrible, How about you can augment weapons with a special ability or a one of a selection of special abilities and they keep the augmentation as long as you leave the craft reserve cost on them, or until a long rest where it resets and you can apply abilities again. Shield/armor aug is less terrible but the daily cost of the craft reserve for a minutes action seems harsh in comparison to the other abilities you can spend craft reserve on and get it back as soon as the spell's expended. The ability to augment other people's weapons woudl be really nice since the base artificer is probably wasting time if he's swinging a weapon anyway. The way you got him set up he needs to do his damage via stored spells or buffed allies.</p><p> </p><p>I think a spell book is the wrong way to handle schema. I would suggest a limited number of schema that increase as you level up, and fine draw them from other classes. Any spell list and the ability to learn an unlimited number is just plain terrifying. </p><p> </p><p>I'm not saying the artificer can't make-manipulate perma-items, I'm saying it shouldn't use the DMG items. Because htey're GM perview theyy're a poor choice for a class feature.</p><p> </p><p>Ar eyou familiar with a game called Tephra? It's a steampunk rpg from cracked monocle and among the many brilliant bits of RPG technology is the most amazing crafting system I've ever seen. You choose a class of items you want to make (they have melee weapons, armor, shield, guns, turrets, bows, cross-bows, vehicles, three kinds of automata, vehicle armor, prosthetics, and on and on and on, seriously you can make just about anything including little vials of goo that come alive when you open them and do your bidding). The way it's set up all these items have basic stats (although some are more useful than others before upgrades are added) and you can add upgrades to them that you know froma limited list. YOu can maintain some for free, but they fall apart if you don't maintain them personally (much like your craft reserve system btw), and you can make mor eif you have the gold, furthermore its cheaper to make them yourself so you get some economic potential by building things for sale rather just for the team. Anyway the idea is that you make items specifically designed as player features rather than DMG items which are by nature plot devices in 5e. Does this turn money into a way to gain personal power? Yes, yes it does, but that's gonna be a thing anyway.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749771, member: 25818"] [b]Originally posted by rampant:[/b] Ok question why are you making it so hard for artificers to be useful? Spell storing item is supposed to be a basic ability for them and they have to make checks to use it? They pay for the spell slot twice onc ein actual spell slot and again in craft reserve, and they can't palm them over to allies? I've gotta say you'r emaking it hard for the artificer to be anything but an inneficient caster with far too much versatility. The artificer is a support class he's supposed to be opening new opportunities and options for not just himself but the party as well. I suggest half the cost of the craft reserve or making it one per stored spell. That way you;r still paying for a higher level spell via the spell slot but you're not eating half your craft reserve just to be level appropriate. Also ditch the extra check and let allies use the items. (maybe allies using the item can be a higher level thing as you learn to simplify the process but it needs to be in there) Why do the scrolls only allow creation after a short rest? I don't quite get why you don't want them writing one up in the morning. Weapon augmentation is still terrible, How about you can augment weapons with a special ability or a one of a selection of special abilities and they keep the augmentation as long as you leave the craft reserve cost on them, or until a long rest where it resets and you can apply abilities again. Shield/armor aug is less terrible but the daily cost of the craft reserve for a minutes action seems harsh in comparison to the other abilities you can spend craft reserve on and get it back as soon as the spell's expended. The ability to augment other people's weapons woudl be really nice since the base artificer is probably wasting time if he's swinging a weapon anyway. The way you got him set up he needs to do his damage via stored spells or buffed allies. I think a spell book is the wrong way to handle schema. I would suggest a limited number of schema that increase as you level up, and fine draw them from other classes. Any spell list and the ability to learn an unlimited number is just plain terrifying. I'm not saying the artificer can't make-manipulate perma-items, I'm saying it shouldn't use the DMG items. Because htey're GM perview theyy're a poor choice for a class feature. Ar eyou familiar with a game called Tephra? It's a steampunk rpg from cracked monocle and among the many brilliant bits of RPG technology is the most amazing crafting system I've ever seen. You choose a class of items you want to make (they have melee weapons, armor, shield, guns, turrets, bows, cross-bows, vehicles, three kinds of automata, vehicle armor, prosthetics, and on and on and on, seriously you can make just about anything including little vials of goo that come alive when you open them and do your bidding). The way it's set up all these items have basic stats (although some are more useful than others before upgrades are added) and you can add upgrades to them that you know froma limited list. YOu can maintain some for free, but they fall apart if you don't maintain them personally (much like your craft reserve system btw), and you can make mor eif you have the gold, furthermore its cheaper to make them yourself so you get some economic potential by building things for sale rather just for the team. Anyway the idea is that you make items specifically designed as player features rather than DMG items which are by nature plot devices in 5e. Does this turn money into a way to gain personal power? Yes, yes it does, but that's gonna be a thing anyway. [/QUOTE]
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