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General Tabletop Discussion
*Dungeons & Dragons
Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749782" data-attributes="member: 25818"><p><strong>Originally posted by rampant:</strong></p><p></p><p>Your argument concenring permanent magic items breaks down at one key point, It's not '<strong><em>a</em></strong> perfectly functional wheel'. The current System is basically DM may I which makes the ability imposisble to evaluate because every DM is going to have a different 'wheel'. The potions avoid this because you automatically allow their creation as an assumed part of the class which makes the ability evaluatable.</p><p> </p><p>Admittedly the tephra approach is a lot of work for 1 class, so don't make it for one class. Sure the artificer should be the one that does it best, but there's no reason you can't create sub-classes for the others to allow some access. I mean a rogue gadgeteer seems like fun, dwarven warriors have long practiced the art of scribing runes into their gear, and the druid-alchemist is practically a fantasy staple. Onc eyou have a coherent crafting system it won't be hard to price access to it, heck some of the lesser crafts may even be doable via feats.</p><p></p><p>I want the stored spells to be useful and open new options for both the ficer and the party. On the other hand I don't want them to be too versatile. In my experience the classes that give you trouble ar ethe ones with unbounded spell knowledge, or the ability to easily access an obscene number of spells for minimal or no opportunity cost. Divine casters like the cleric being some of th emost egregious offenders, and the 3e artificer being essentially the prime example. It wasn't that he could do any one thing better than any other class (although I'm sure they could if they tried) it was that you could do EVERYTHING just about as well as anybody else without trying hard. There was NOthing that an artificer couldn't do as well or bette rbecause he had the abilityt o craft items with any and every spell in the game. </p><p> </p><p>Another thing to look into is limiting how many differne thitngs each artificer can make. I mean Potions and scrolls are probably fine since they're pretty basic, and spell storing as a unique mechanic for the class is pretty slick, but consider does every artificer ever really have to know how rods and rings work? I'd think that maybe they'd have to choose at some point.</p><p> </p><p>Edit: The sugegsted simple weapon augment was based on your idea, I just reduced the damage bonus since a longer duration might require a bit less bite. </p><p>Edit: As far as the spell storing stuff, and the weapon/armor/shield augments goes I'm not worryign about the infusions I'm trying to make the abilities in questions worth their bloody craft reserve cost.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749782, member: 25818"] [b]Originally posted by rampant:[/b] Your argument concenring permanent magic items breaks down at one key point, It's not '[b][i]a[/i][/b] perfectly functional wheel'. The current System is basically DM may I which makes the ability imposisble to evaluate because every DM is going to have a different 'wheel'. The potions avoid this because you automatically allow their creation as an assumed part of the class which makes the ability evaluatable. Admittedly the tephra approach is a lot of work for 1 class, so don't make it for one class. Sure the artificer should be the one that does it best, but there's no reason you can't create sub-classes for the others to allow some access. I mean a rogue gadgeteer seems like fun, dwarven warriors have long practiced the art of scribing runes into their gear, and the druid-alchemist is practically a fantasy staple. Onc eyou have a coherent crafting system it won't be hard to price access to it, heck some of the lesser crafts may even be doable via feats. I want the stored spells to be useful and open new options for both the ficer and the party. On the other hand I don't want them to be too versatile. In my experience the classes that give you trouble ar ethe ones with unbounded spell knowledge, or the ability to easily access an obscene number of spells for minimal or no opportunity cost. Divine casters like the cleric being some of th emost egregious offenders, and the 3e artificer being essentially the prime example. It wasn't that he could do any one thing better than any other class (although I'm sure they could if they tried) it was that you could do EVERYTHING just about as well as anybody else without trying hard. There was NOthing that an artificer couldn't do as well or bette rbecause he had the abilityt o craft items with any and every spell in the game. Another thing to look into is limiting how many differne thitngs each artificer can make. I mean Potions and scrolls are probably fine since they're pretty basic, and spell storing as a unique mechanic for the class is pretty slick, but consider does every artificer ever really have to know how rods and rings work? I'd think that maybe they'd have to choose at some point. Edit: The sugegsted simple weapon augment was based on your idea, I just reduced the damage bonus since a longer duration might require a bit less bite. Edit: As far as the spell storing stuff, and the weapon/armor/shield augments goes I'm not worryign about the infusions I'm trying to make the abilities in questions worth their bloody craft reserve cost. [/QUOTE]
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