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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: 6749798" data-attributes="member: 25818"><p><strong>Originally posted by rampant:</strong></p><p></p><p>SSI got away with that crap back in 3e because it was a single infusion. Speaking as someone who played a few artificers I never touched that unreliable POS. With resistance item and repair serious damage on the page before no wonder that failed to register. In your case this is a core class feature that your guy has instead of most of the stuff a 3e artificer could do. This is what your artificer does instead of crafting a wide assortment of items which was his primary schtick in 3e. SSI is your 5e artificers CORE MECHANIC, Barbarians don't have to make a check to rage. </p><p> </p><p>Craft reserve is a great way to limit how many items the artificer can maintain for his lesser crafts, the basic augmentations, scrolls, potions, stored spells and such, but it's largely an encounter timed resource. The spell slots used to create the items from an excellent daily resource, used in conjunction this allows you to maintain a suite of gadgets in a balanced manner. You aren't casting any more spells per day but you are using them differently. You prep a few gadgets ahead of time, and when you catch a breather you whip up a few more, supplemented by a few tricks you can use on the fly (infusions). So you're dependent on the gadgets for the more versatile and dramatic effects. Having the weapon and armor augments break that pattern probably isn't game breaking but it is jarring to an extreme. </p><p> </p><p>What if you made them into 1 round cantrips instead of making them run of the craft reserve system? </p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749798, member: 25818"] [b]Originally posted by rampant:[/b] SSI got away with that crap back in 3e because it was a single infusion. Speaking as someone who played a few artificers I never touched that unreliable POS. With resistance item and repair serious damage on the page before no wonder that failed to register. In your case this is a core class feature that your guy has instead of most of the stuff a 3e artificer could do. This is what your artificer does instead of crafting a wide assortment of items which was his primary schtick in 3e. SSI is your 5e artificers CORE MECHANIC, Barbarians don't have to make a check to rage. Craft reserve is a great way to limit how many items the artificer can maintain for his lesser crafts, the basic augmentations, scrolls, potions, stored spells and such, but it's largely an encounter timed resource. The spell slots used to create the items from an excellent daily resource, used in conjunction this allows you to maintain a suite of gadgets in a balanced manner. You aren't casting any more spells per day but you are using them differently. You prep a few gadgets ahead of time, and when you catch a breather you whip up a few more, supplemented by a few tricks you can use on the fly (infusions). So you're dependent on the gadgets for the more versatile and dramatic effects. Having the weapon and armor augments break that pattern probably isn't game breaking but it is jarring to an extreme. What if you made them into 1 round cantrips instead of making them run of the craft reserve system? [/QUOTE]
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