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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749810" data-attributes="member: 25818"><p><strong>Originally posted by rampant:</strong></p><p></p><p>Um that's not breaking the action economy, that's manipulating it certainly but not breaking it. If we were getting more actions out of this some how that would be breaking the action economy, but I don't see how this breaks the action economy. You do have a point about concentration spells however. Ok so there needs to be a clause that states that while other characters can 'trigger' the spell it still follows the rules for being cast by you, so no concentration cheat, Possibly with the exception of attack rolls.</p><p> </p><p>The artificer's signature versatility is what made it such a monster in 3e. My system still allows for versatility but it's not going to be as versatile at the 3e one because the 3e artificer was game breakingly versatile. If you can't be versatile with 20-40 spells selected form across every class list, on top of a personalized list of spells (infusions), then I'm not sure we're using the word correctly anymore.</p><p> </p><p>The artificer expands the party's options, sometime it's a buff, sometimes it's handing them a grenade. My proposed SSI is a reliable method by which you can produce magical gadgets ahead of a fight and have yourself and you rallies prepped for the situation. Yes it lacks the ... randomness of your model, but it allows the artificer to maintain a core function. </p><p> </p><p>As for your question in regards to the difference between spells and class features. The answer is how much of your design space is it taking up. 3e SSI was a single first level infusion That I saw most if not all the artificers I ever played, or played alongside, happily ignore. They could do that because they had other stuff they could do, it wasn't a core feature of the class that took up space on it's chart and was there in place of things like the ability to craft real items, or make deadly attacks, or get bonus feats. If you want SSI to be just like it was in the 'good old days' then treat it like it was treated in the 'good old days' move it ot the infusion list and come up with a different class feature to replace it on the chart. A class's core features need to be useful and defining, your SSI is just making you an over-complicated wizard with a too huge spell list.</p><p> </p><p>As for the augments as infusions I'll need to see a draft before I can comment. I like the concept, but there's always something a bit different between concept and draft.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749810, member: 25818"] [b]Originally posted by rampant:[/b] Um that's not breaking the action economy, that's manipulating it certainly but not breaking it. If we were getting more actions out of this some how that would be breaking the action economy, but I don't see how this breaks the action economy. You do have a point about concentration spells however. Ok so there needs to be a clause that states that while other characters can 'trigger' the spell it still follows the rules for being cast by you, so no concentration cheat, Possibly with the exception of attack rolls. The artificer's signature versatility is what made it such a monster in 3e. My system still allows for versatility but it's not going to be as versatile at the 3e one because the 3e artificer was game breakingly versatile. If you can't be versatile with 20-40 spells selected form across every class list, on top of a personalized list of spells (infusions), then I'm not sure we're using the word correctly anymore. The artificer expands the party's options, sometime it's a buff, sometimes it's handing them a grenade. My proposed SSI is a reliable method by which you can produce magical gadgets ahead of a fight and have yourself and you rallies prepped for the situation. Yes it lacks the ... randomness of your model, but it allows the artificer to maintain a core function. As for your question in regards to the difference between spells and class features. The answer is how much of your design space is it taking up. 3e SSI was a single first level infusion That I saw most if not all the artificers I ever played, or played alongside, happily ignore. They could do that because they had other stuff they could do, it wasn't a core feature of the class that took up space on it's chart and was there in place of things like the ability to craft real items, or make deadly attacks, or get bonus feats. If you want SSI to be just like it was in the 'good old days' then treat it like it was treated in the 'good old days' move it ot the infusion list and come up with a different class feature to replace it on the chart. A class's core features need to be useful and defining, your SSI is just making you an over-complicated wizard with a too huge spell list. As for the augments as infusions I'll need to see a draft before I can comment. I like the concept, but there's always something a bit different between concept and draft. [/QUOTE]
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