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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: 6749785" data-attributes="member: 25818"><p><strong>Originally posted by rampant:</strong></p><p></p><p>The problem with the artificer casting any spell wasn't just a matter of easy access, if anything this artificer has easier access than the 3e one to it's non-artificer 'spells' (infusions), making them actually learn them a la wizar dis a huge improvement, it's just that you're stepping down from Ao to Boccob. Part of the issue is combination and opportunity cost, especially when it comes to logistic spells, that's where the combos get out of hand, not to say that the combat spells that combo aren't scary as all ba'ator, but with 3e style spells comes 3e style opportunities for abuse. Then there's the inherent imbalance between classes like wizard and cleric vs. fighter and sorc, where the classes who don't pay opportunity costs have huge advantages in versatility. It's one of the things that really annoyed me when it crept back into 5e. Either everyone should have an extensive list of abilities they can learn freely or nobody should. It's not a game breaker right now because of how limited the individual class spell lists are, however the artificer you built doesn't operate under that restriction, and if new spells get produce, which they probably will, it'll get insane. </p><p> </p><p>I actually think that using the spell slots for stored spells was a good idea, I just htought that paying that much craft reserve on top of that was excessive. Going by pure craft reserve is one option but it does effectively give you unlimited daily casts. I was thinking spell slot + (half spell level +1 )craft reserve.</p><p> </p><p>Ok why do you want armor and weapon augments to be daily powers because I keep wanting to see them as being similar to soulmelds where the power lasts as long as you put the points in it.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749785, member: 25818"] [b]Originally posted by rampant:[/b] The problem with the artificer casting any spell wasn't just a matter of easy access, if anything this artificer has easier access than the 3e one to it's non-artificer 'spells' (infusions), making them actually learn them a la wizar dis a huge improvement, it's just that you're stepping down from Ao to Boccob. Part of the issue is combination and opportunity cost, especially when it comes to logistic spells, that's where the combos get out of hand, not to say that the combat spells that combo aren't scary as all ba'ator, but with 3e style spells comes 3e style opportunities for abuse. Then there's the inherent imbalance between classes like wizard and cleric vs. fighter and sorc, where the classes who don't pay opportunity costs have huge advantages in versatility. It's one of the things that really annoyed me when it crept back into 5e. Either everyone should have an extensive list of abilities they can learn freely or nobody should. It's not a game breaker right now because of how limited the individual class spell lists are, however the artificer you built doesn't operate under that restriction, and if new spells get produce, which they probably will, it'll get insane. I actually think that using the spell slots for stored spells was a good idea, I just htought that paying that much craft reserve on top of that was excessive. Going by pure craft reserve is one option but it does effectively give you unlimited daily casts. I was thinking spell slot + (half spell level +1 )craft reserve. Ok why do you want armor and weapon augments to be daily powers because I keep wanting to see them as being similar to soulmelds where the power lasts as long as you put the points in it. [/QUOTE]
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