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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749792" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>First, I've had it from the get-go, and this is the first time you're bringing it up, and you're doing so by yelling. </p><p> </p><p>Second, it's always been part of the artificer, both on 3.5 and in Keith's hack.</p><p> </p><p>Third, the success rates are still rather high at most levels. The less-than-certain nature makes it an interesting choice, as it means the artificer is never your first choice if you have access to spells, but he's always a viable choice since he can try to make a device that casts the perfect spell for the situation. (I think if you actually work <em>with</em> the craft reserve paradigm I've set up, you'll find you've got enough reserve to retry if you fail.)</p><p> </p><p>Fourth... well, let's look at your suggestions in sequence. It started out more or less as it is now, except higher cost and slower - that is, 1 minute, spell slot + craft reserve, create a device that casts any spell in your book of schema, Arcana DC 10+2*level to activate.</p><p> </p><p>First, you called them useless (though this might have been a misread, since you thought it took 10 minutes to make.</p><p>Second, you asked for it to be cheaper, removing either the slot cost or the reserve cost. (I agreed and removed the slot cost).</p><p>Third, you asked for a limited number of spells known instead of a spellbook.</p><p>Fourth, you asked for the skill check to be removed, making it reliable.</p><p> </p><p>If I did all of these, I would end up with a very small number of spells known from lower spell levels than the wizard, but the ability to cast them over and over reliably, regaining uses after a short rest.</p><p> </p><p>In short, what you want isn't the artificer - it's the warlock, described as an artificer. And I'm not making a warlock.</p><p> </p><p> </p><p></p><p>You didn't react to how I changed things. 23 schema from levelling, from lower level spells than any real caster can manage, <em>with unreliability</em> (which you decry upthread) if you want to use them on the fly instead of through the really slow scroll system, and with no ability to find more unless your DM plants them via NPC artificers, scrolls in treasure hoards, or ancient ruins or the like. That's pretty far from a wizard. I think you're seeing "spellbook" and thinking, like in 3.5 where there was a functional economy in inexpensive scrolls and enough wealth to buy them, that this means "I know every spell ever". </p><p> </p><p>Let's be brutal, but specific: What, in those limits, leads artificers to having every spell ever in the book?</p><p> </p><p></p><p>I've answered this <em>twice</em>. It also <em>isn't</em> a daily - you often have more than enough reserve to use it more than once before you run short of craft reserve. (Seriously, <em>you</em> suggested Int + Level, which is a great progression and I wholeheartedly agree - did you assume that you only have 2 points available until level 9 or something like that? Honestly, you won't have too much locked up in scrolls or potions, and SSI reserve recovers after a short rest - you'll have enough to last until 9th.) </p><p> </p><p>Interestingly, this also means it serves a purpose pre-9th - the more frequently you use your augmentation, the less frequently you use your SSIs, but the reverse isn't necessarily true. Augments allow you to become a pretty potent tank (since resistances effectively double your hit points) or warrior (Int-attacks and hitting vulnerabilities), and they both last for an hour (which is a long time - long enough for any encounter, quite likely long enough for more than one). If that recovered on a short rest - which it does, after 9th - that tactical tradeoff is gone, and you are encouraged to have it up almost all the time, using the ability in-combat again only to switch resistances or elements.</p><p> </p><p>I personally prefer the earlier tradeoff - it gives you a reason to clock out if you aren't using your infusions (and since your infusions aren't as generically useful, apart from a few staples like Enhance Ability, you're not as likely as a wizard to rely only on them). I'm honestly considering dropping the short rest recovery from augments (or move it to the more fighter-esque Spellforgers' Guild, which play more like the 'ficer you want anyway), but you're extremely vocal about it. I wish other voices would weigh in on this.</p><p> </p><p> </p><p> </p><p>EDIT: Revisions:</p><ul> <li data-xf-list-type="ul">The magitechnician is gone. All of the abilities I had in mind for it slowly got rolled into the main class, except for the ability to salvage legendary items. I'm fine scrapping that or leaving it as an in-world benefit for eldritch machines or high-level Cannith research labs.</li> <li data-xf-list-type="ul">Spell Storing Item Expertise replaced the benefit of the main class at level 14 (so now nearly all artificers have a 100% success rate with low-level SSIs from that level onward, though it was already pretty high before that - assuming no disadvantage). </li> <li data-xf-list-type="ul">Augmentations can now be used on allied equipment by default. </li> <li data-xf-list-type="ul">Augmentation Mastery at 9th got an overhaul - and, notably, the Spellforgers' Guild got the ability to recover augment craft reserve after a short rest <em>at level 3</em>, so spellforgers now play the way Rampant wanted from low levels. Non-spellforgers keep the tactical tradeoff that I find more interesting.</li> </ul></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749792, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] First, I've had it from the get-go, and this is the first time you're bringing it up, and you're doing so by yelling. Second, it's always been part of the artificer, both on 3.5 and in Keith's hack. Third, the success rates are still rather high at most levels. The less-than-certain nature makes it an interesting choice, as it means the artificer is never your first choice if you have access to spells, but he's always a viable choice since he can try to make a device that casts the perfect spell for the situation. (I think if you actually work [i]with[/i] the craft reserve paradigm I've set up, you'll find you've got enough reserve to retry if you fail.) Fourth... well, let's look at your suggestions in sequence. It started out more or less as it is now, except higher cost and slower - that is, 1 minute, spell slot + craft reserve, create a device that casts any spell in your book of schema, Arcana DC 10+2*level to activate. First, you called them useless (though this might have been a misread, since you thought it took 10 minutes to make. Second, you asked for it to be cheaper, removing either the slot cost or the reserve cost. (I agreed and removed the slot cost). Third, you asked for a limited number of spells known instead of a spellbook. Fourth, you asked for the skill check to be removed, making it reliable. If I did all of these, I would end up with a very small number of spells known from lower spell levels than the wizard, but the ability to cast them over and over reliably, regaining uses after a short rest. In short, what you want isn't the artificer - it's the warlock, described as an artificer. And I'm not making a warlock. You didn't react to how I changed things. 23 schema from levelling, from lower level spells than any real caster can manage, [i]with unreliability[/i] (which you decry upthread) if you want to use them on the fly instead of through the really slow scroll system, and with no ability to find more unless your DM plants them via NPC artificers, scrolls in treasure hoards, or ancient ruins or the like. That's pretty far from a wizard. I think you're seeing "spellbook" and thinking, like in 3.5 where there was a functional economy in inexpensive scrolls and enough wealth to buy them, that this means "I know every spell ever". Let's be brutal, but specific: What, in those limits, leads artificers to having every spell ever in the book? I've answered this [i]twice[/i]. It also [i]isn't[/i] a daily - you often have more than enough reserve to use it more than once before you run short of craft reserve. (Seriously, [i]you[/i] suggested Int + Level, which is a great progression and I wholeheartedly agree - did you assume that you only have 2 points available until level 9 or something like that? Honestly, you won't have too much locked up in scrolls or potions, and SSI reserve recovers after a short rest - you'll have enough to last until 9th.) Interestingly, this also means it serves a purpose pre-9th - the more frequently you use your augmentation, the less frequently you use your SSIs, but the reverse isn't necessarily true. Augments allow you to become a pretty potent tank (since resistances effectively double your hit points) or warrior (Int-attacks and hitting vulnerabilities), and they both last for an hour (which is a long time - long enough for any encounter, quite likely long enough for more than one). If that recovered on a short rest - which it does, after 9th - that tactical tradeoff is gone, and you are encouraged to have it up almost all the time, using the ability in-combat again only to switch resistances or elements. I personally prefer the earlier tradeoff - it gives you a reason to clock out if you aren't using your infusions (and since your infusions aren't as generically useful, apart from a few staples like Enhance Ability, you're not as likely as a wizard to rely only on them). I'm honestly considering dropping the short rest recovery from augments (or move it to the more fighter-esque Spellforgers' Guild, which play more like the 'ficer you want anyway), but you're extremely vocal about it. I wish other voices would weigh in on this. EDIT: Revisions: [LIST][*]The magitechnician is gone. All of the abilities I had in mind for it slowly got rolled into the main class, except for the ability to salvage legendary items. I'm fine scrapping that or leaving it as an in-world benefit for eldritch machines or high-level Cannith research labs. [*]Spell Storing Item Expertise replaced the benefit of the main class at level 14 (so now nearly all artificers have a 100% success rate with low-level SSIs from that level onward, though it was already pretty high before that - assuming no disadvantage). [*]Augmentations can now be used on allied equipment by default. [*]Augmentation Mastery at 9th got an overhaul - and, notably, the Spellforgers' Guild got the ability to recover augment craft reserve after a short rest [i]at level 3[/i], so spellforgers now play the way Rampant wanted from low levels. Non-spellforgers keep the tactical tradeoff that I find more interesting. [/LIST] [/QUOTE]
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