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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749802" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>It seems our biggest differences are in how SSI is handled, because if you step away from SSI and look at the rest of your suggestions, apart from preventing anyone but you from using scrolls (something you really complained about for SSIs, which are a new rules element, but apparently have no problem with for scrolls which <em>already</em> can be used by other people...? What gives?), and using augments as infusions, it's nearly identical to what's already present in the suggested rules (with scrolls using reserve instead of slots).</p><p> </p><p>Your SSI involves removing the ability to expand your options, in effect giving the artificer a second spells known that it can prepare in advance and use other people's actions to cast with perfect reliability. This utterly destroys the action economy - a single wizard able to cast any spell he has in his spellbook is still fundamentally weaker than a wizard who gets four sets of actions to cast a single spell he's prepared.</p><p> </p><p>This is fundamentally different from how I (and <em>Keith</em>) see SSI, which is pulling a magical rabbit out of your hat and assembling the perfect tool for the job, but like any good mad scientist or inventor, you're not sure if it'll work. (It's got a good chance of working, but players are risk-averse when it comes to spending resources, and that psychological effect is powerful.) I concur that there needs to be a limit on SSI's versatility, but I fail to see how a spellbook isn't enough of a limit (hint: the next time you play a 5e wizard, tell me how big your spellbook actually <em>is, </em>and notice that artificers start off with fewer schema and get them at a slower rate. Having a spellbook is not a free pass to knowing everything in the game in 5e the way it was in 3e.). If you can provide convincing contrary <em>data</em> (not just impassioned pleas), I'll change my mind and add another limiter in there.</p><p> </p><p>One area we seem to agree on, though, is moving augmentations into infusions. How does this look as a rough outline:</p><p>-Weapon Augmentation and Armor Enhancement are different 1st level infusions.</p><p>-Weapon Augmentation transmutes the touched weapon such that one of its damage types is now acid, cold, fire, lightning, or thunder. Augmented weapons do +1d4 damage of the chosen element at 5th, 11th, and 17th levels. It lasts one minute (Concentration) or until the weapon isn't wielded any longer, and for every slot level higher than 1st, you can target an additional weapon.</p><p>-Armor Enhancement causes the touched armor or shield to provide resistance against one damage type for one minute. Armors can pick between slashing, bludgeoning, and piercing (and this lacks any special qualifier for magic weapons). Shields can pick between acid, cold, fire, lightning, and sonic. This lasts for 1 minute (concentration). Each slot higher than 1st lets you target another armor or shield.</p><p>-Spell Storing Item, as I've written it, is moved to 1st level, and gets an exception so you can use it then. (This exception might be best handled by rewriting it as an infusion, with the class feature allowing you to use it through craft reserve, similar to how the spellforgers' guild works with augmentation below. I'l have to play around with the wording a bit either way.)</p><p>-Weapon Augmentation, the feature (now at 2nd level), becomes Personal Weapon Augmentation, and simply says "You use your Intelligence modifier on attack and damage rolls with augmented weapons." It <em>might</em> give Weapon Augmentation as a known infusion as well.</p><p>-The level 3 Spellforgers' Guild ability, Augmentation Savant, now says "You can spend craft reserve to cast Weapon Augmentation or Armor Augmentation, even if you don't know those infusions. It costs 1 point of craft reserve per effective spell slot, and you can't cast them at a level for which you don't have a spell slot. Craft reserve spent this way recovers after a short rest."</p><p>-At level 5, replacing the Armor Augmentation class feature, is Sustained Augmentation. This extends the base duration of each augmentation to 1 hour. </p><p>-At level 9, Augmentation Mastery now says "The Weapon Augmentation and Armor Augmentation infusions no longer require concentration." </p><p>-The Spellforgers' Guild keeps the ability to also remove Concentration from Magic Weapon, Magic Armor, and Elemental Weapon; I'm not 100% sure about where in the progression it'll fit. It won't give them free access to those particular infusions the way that its Augmentation Savant does. The reason for the double standard is that Weapon Augmentation or Armor Augmentation doesn't mess with the accuracy curve at all, while these three infusions definitely <em>do</em>. That's not a problem, but it's also not something that 5e typically hands out on a refresh.</p><p>-The old ability to use d6s for augmented weapons or select a broader range of damage types is removed. I don't think it's terribly problematic or anything, it's just that it's rare for 5e abilities to do more than one thing, and this particular progression is rather smooth, I think. It also leaves paladins as the undisputed masters of radiant damage (appropriate).</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749802, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] It seems our biggest differences are in how SSI is handled, because if you step away from SSI and look at the rest of your suggestions, apart from preventing anyone but you from using scrolls (something you really complained about for SSIs, which are a new rules element, but apparently have no problem with for scrolls which [i]already[/i] can be used by other people...? What gives?), and using augments as infusions, it's nearly identical to what's already present in the suggested rules (with scrolls using reserve instead of slots). Your SSI involves removing the ability to expand your options, in effect giving the artificer a second spells known that it can prepare in advance and use other people's actions to cast with perfect reliability. This utterly destroys the action economy - a single wizard able to cast any spell he has in his spellbook is still fundamentally weaker than a wizard who gets four sets of actions to cast a single spell he's prepared. This is fundamentally different from how I (and [i]Keith[/i]) see SSI, which is pulling a magical rabbit out of your hat and assembling the perfect tool for the job, but like any good mad scientist or inventor, you're not sure if it'll work. (It's got a good chance of working, but players are risk-averse when it comes to spending resources, and that psychological effect is powerful.) I concur that there needs to be a limit on SSI's versatility, but I fail to see how a spellbook isn't enough of a limit (hint: the next time you play a 5e wizard, tell me how big your spellbook actually [i]is, [/i]and notice that artificers start off with fewer schema and get them at a slower rate. Having a spellbook is not a free pass to knowing everything in the game in 5e the way it was in 3e.). If you can provide convincing contrary [i]data[/i] (not just impassioned pleas), I'll change my mind and add another limiter in there. One area we seem to agree on, though, is moving augmentations into infusions. How does this look as a rough outline: -Weapon Augmentation and Armor Enhancement are different 1st level infusions. -Weapon Augmentation transmutes the touched weapon such that one of its damage types is now acid, cold, fire, lightning, or thunder. Augmented weapons do +1d4 damage of the chosen element at 5th, 11th, and 17th levels. It lasts one minute (Concentration) or until the weapon isn't wielded any longer, and for every slot level higher than 1st, you can target an additional weapon. -Armor Enhancement causes the touched armor or shield to provide resistance against one damage type for one minute. Armors can pick between slashing, bludgeoning, and piercing (and this lacks any special qualifier for magic weapons). Shields can pick between acid, cold, fire, lightning, and sonic. This lasts for 1 minute (concentration). Each slot higher than 1st lets you target another armor or shield. -Spell Storing Item, as I've written it, is moved to 1st level, and gets an exception so you can use it then. (This exception might be best handled by rewriting it as an infusion, with the class feature allowing you to use it through craft reserve, similar to how the spellforgers' guild works with augmentation below. I'l have to play around with the wording a bit either way.) -Weapon Augmentation, the feature (now at 2nd level), becomes Personal Weapon Augmentation, and simply says "You use your Intelligence modifier on attack and damage rolls with augmented weapons." It [i]might[/i] give Weapon Augmentation as a known infusion as well. -The level 3 Spellforgers' Guild ability, Augmentation Savant, now says "You can spend craft reserve to cast Weapon Augmentation or Armor Augmentation, even if you don't know those infusions. It costs 1 point of craft reserve per effective spell slot, and you can't cast them at a level for which you don't have a spell slot. Craft reserve spent this way recovers after a short rest." -At level 5, replacing the Armor Augmentation class feature, is Sustained Augmentation. This extends the base duration of each augmentation to 1 hour. -At level 9, Augmentation Mastery now says "The Weapon Augmentation and Armor Augmentation infusions no longer require concentration." -The Spellforgers' Guild keeps the ability to also remove Concentration from Magic Weapon, Magic Armor, and Elemental Weapon; I'm not 100% sure about where in the progression it'll fit. It won't give them free access to those particular infusions the way that its Augmentation Savant does. The reason for the double standard is that Weapon Augmentation or Armor Augmentation doesn't mess with the accuracy curve at all, while these three infusions definitely [i]do[/i]. That's not a problem, but it's also not something that 5e typically hands out on a refresh. -The old ability to use d6s for augmented weapons or select a broader range of damage types is removed. I don't think it's terribly problematic or anything, it's just that it's rare for 5e abilities to do more than one thing, and this particular progression is rather smooth, I think. It also leaves paladins as the undisputed masters of radiant damage (appropriate). [/QUOTE]
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