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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749898" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>No, I mean the tomes introduced in Arcane Power, which really were the equivalent of runestaffs with a use limiter on them. The Tome of Replenishing Flame, for instance, contained two daily wizard fire powers of up to its level, and by expending your own unusued daily attack power of equal or higher level as a free action, you could use either one of them instead (though you lost your chance at the end of the encounter). These spells <em>could</em> be copied into your spellbook, but they didn't need to be prepared or anything in advance the way a normal spellbook spell would - just having the tome on hand was enough. The way the level progression and price worked was basically standard for 4e (i.e. it's a money-sinking treadmill to keep the numbers going; like you I believe that removing the assumption of magic items from the game's core math was one of the best things about 5th), but it's still, functionally, "buying" two extra possible (prepared!) spells beyond your normal limits. Or, in your terms, buying (semi)permanent powers known via a non-character-building resource without switching out old ones. (I say "semi" only because the game expects you to rotate out lower-level tomes, but by then the a higher-level one with better powers in it will be available.) The only limit here is the descriptor.</p><p> </p><p>Also, I'm much too simulationist for 4e, so I read point 2 as if it's something I'd say to attack 4e. In 5th, the schema are basically blueprints with personalized notation; if I'm in my fabrication lab in a big university with its library behind me, I don't see any reason why I couldn't construct a massive array of arcane devices (but not at once, since craft reserve won't sustain that many), even as a low-level artificer. In fact, that's kind of an apt description of House Cannith's Tinker's Guild.</p><p> </p><p>One thing I toyed around with, but removed because there's no precedent, was using the space in a spellbook as a resource. (I originally said that schema take up twice as much space as a spell of the same level, and formulas from Salvage Essence took up 2^(R+1) pages with R being rarity (Common is 1), but with cleaner language. I removed it when I noticed there's no mention of the length of a typical spell nor the size of a standard spellbook in the game.) That would at least make schema clunky to transport without proper tools, since there's no Blessed Books and bags of holding are hard to come by. However, it turned out to add a lot of text, which violated Goal 3.</p><p> </p><p></p><p>I'm the same way. This is also the same reason why the Augmentation spells unique to artificers play with damage types instead - that way, including artificers doesn't bake +X weapons into the system any more than, say, adding a character who can cast Magic Weapon does. (There's Magic Armor, which is a unique artificer spell as well, but looking just at the artificer's spell list, it's a natural fit as a unique spell, and it competes for concentration with the others.)</p><p> </p><p></p><p>Let me get this straight: If the DM deviates from the rules, the game breaks. I'm supposed to anticipate every possible deviation and test for that, because this is the job for a designer.</p><p> </p><p>No, that's wrong. Testing every possible deviation is impossible. What you do is provide a single system with a set of assumptions, <em>and then test within those assumptions to make sure it works</em>. You include guidelines for deviations, and clearly mark those as "variants" and make sure people going off-road know what they're getting into, because that's the only way to account for the massive range of human creativity. </p><p> </p><p>I'm doing the latter - I'm testing the artificer with assumptions for 5e standard. I'm fairly confident in how some aspects, notably Salvage Essence, translate with different sorts of item availability policies, but without having a set of concrete rules to follow for different policies, I don't have a way of knowing how the rest of the game will behave under those policies. As such, I don't have any benchmark to test against, let alone an environment to test in.</p><p> </p><p>All of what I've just said, by the way, applies equally well to the fighter as it does to the wizard. The fighter in an Epic Heroism game (using the variant in the DMG; the nutshell summary is that it's the same, but short rests are 5 minutes and long rests are an hour, and high-level spells (6th+) still need an 8-hour rest to recover) is virtually unkillable and has an impossibly high damage output, so much so that I'm certain it wasn't tested under that paradigm. The wizard, being less dependent on short rests and more dependent on long ones, doesn't gain as much from such a paradigm (especially where the high-level slots are concerned), so it's clear that the variant influences different classes unevenly even without deploying the testing metrics. There are certainly other areas of the game that break open if you do this as well. However, it's a variant. It's not intended to be as robust as the main system, as it's only going to be used by people who are comfortable going off the beaten track, and those who do are warned of the risks when they do it.</p><p> </p><p></p><p>Power's a spectrum, not a binary "under/over" thing.</p><p> </p><p>Furthermore, there's still not one but <em>three</em> throttles in place for how many of these can be deployed at once, even if you ignore the spellbook and the fact that artificers have slow spell level progression (so by the time they're building 3rd level devices, wizards are picking up 5th level spells; if there's a critical 4th level spell that you designed your adventure around, a PC wizard may have it, but a PC artificer won't). Let's assume that someone's actually got the infinite spellbook and the effect you want is of a level you can cast (this is actually a stronger set of assumptions than the artificer will ever encounter, so the clamping we get from these rules will actually be stronger in real play). </p><p>1) There's craft reserve, most obviously, which is a daily resource with multiple features demanding it (and since devices cost one point of that <em>per level</em> of the spell, you wind up getting fewer and fewer of the strong ones; the fact that they're Spell Scrolls, which don't scale with your proficiency bonus or Intelligence, mean you have incentive to use your biggest ones).</p><p>2) There's also construction time (you can only build one of them per rest, and only if you have unspent reserve; if you walk into a dungeon with all your reserve in pre-built items, you can't replenish them until tomorrow, so your "versatility" is set entirely by what you prepared before the adventure began (just like an AD&D magic-user in this regard, since you need to build multiple copies of a device to use its effect more than once). If you walk in with no devices, keeping your craft reserve free to handle whatever problems you encounter with maximum versatility, you only get a chance to build one per rest. And every position in between on that scale.)</p><p>3) There's activation time. Using a spell scroll (and thus, an arcane device) always requires it to be in your hand (so you need to Use an Object to retrieve it, since they're not handled like ammunition; this isn't too severe but it does eat up your interaction options taken during movement most of the time), and being an object that requires your action to use (DMG p.139 on Spell Scrolls), you also need to Use an Object to activate them (Basic Rules p72 on Use an Object), meaning they take up your action <em>even if the spell inside is a bonus-action spell</em>, and short of using Contingency there's no way to make use of a reaction-spell-based arcane device. (The flipside is that it takes only one action even if the spell inside is a long-casting-time spell, but none of the long-casting-time spells are combat spells, and many of them are already rituals, which you can cast from scratch faster than you can build the device and paying 0 craft reserve. You, or the tomelock that's already shown this isn't too much of a problem.)</p><p> </p><p>Now, you can get around these restrictions by using Prototype, which also uses your Intelligence and proficiency directly, but that carries its own set of restrictions:</p><p>1) It consistently costs a spell slot, even if there's a mishap. (Magitechnicians can cast it from craft reserve, but there, it eats up the craft reserve in the same way as an arcane device does - long rest recharge.) You have fewer of these slots to waste.</p><p>2) Casting time - it's a 1-minute cast time, preventing its use in combat. (Magitechnicians, again, can get around this, which is one of the big selling points of the guild. However, it costs a Hit Die to do this, so it's at most once per level per day, and long rests only recover up to one-half of your level in spent Hit Dice at most, so this is <em>not</em> sustainable <em>and</em> it eats into your ability to bounce back during rests.)</p><p>3) It's risky; I posted the success rates above. Recall how people would get bent out of shape with even a 10% Arcane Spell Failure chance in 3.5? You have much more than that if you're trying a high-level spell, meaning you stick to a lower level one than you need unless it's an emergency. This exposes it to similar weaknesses of using lower-level spell scrolls. Also, that 3.5 bent-out-of-shapeness was in a paradigm where a failed spell was just a wasted action - here, it's also a mishap, which is not insubstantial damage against you to begin with (which I assume during balancing), and possibly much more if the DM is getting creative. (Again, the magitechnicians get around this to an extent, but only after level 11, and the fail chance on your high level slots is still substantial.)</p><p>4) It actually shares the same activation time limit as above (need to be in hand, need to use your action to set them off, and as such make reaction spells impossible and bonus-action spells less useful), augmented by the shorter duration on prototypes and without the exception for long-casting-time spells. (Magitechnicians can't get around this, and in fact feel it stronger, since they rely on Prototype so much. Even <em>they</em> need to spend a turn (and a Hit Die!) setting it up, so you actually get the spell one round after you wanted it - and if circumstances have changed by then such that you no longer want it, tough, the slot is spent and the prototype's duration is ticking.)</p><p> </p><p>All of that is independent of the size of your spellbook and the availability of spells to fuel it; it's also (more or less) independent of the delayed spell level acquisition that being a 2/3 caster brings with it. <em>These are not hurdles that can be easily ignored</em>.</p><p> </p><p></p><p>The reason you'd use Weapon Augmentation specifically isn't to increase damage (except for you - and that's because artificers lack any offensive cantrips or other weapon support, but are expected to fight with magically-boosted weapons). The reason you use Augmentation specifically is to exploit vulnerabilities or avoid resistances. (A low-level fighter against a mummy is in for a challenge, especially with a nonmagical sword. If that sword gets a fire augmentation, though, expect him to chew through the mummy in a round or two. Switching the damage type here <em>quadrupled</em> the fighter's damage - but it's situational, and relies on the artificer making smart choices instead of simply locking on and deploying a strong buff by default. Augmentation is also a multitarget buff, which is pretty rare among the weapon buffs and changes in utility based on the number of cantrip-users vs weapon-users in the party.)</p><p> </p><p>However, look through the <em>rest</em> of the artificer's spell list, paying special attention to those that are buffs or those that create opportunities. None of them support caster playstyles except, possibly, the chess spells at high levels (i.e. Wall of Stone) and its "summon" spells (Animate Objects, Mordenkainen's Sword), none of which are online at any reasonable level. The closest it gets is Glyph of Warding, which is a noncombat support spell (and the way the artificer works, without using prepared spells, he can <em>only</em> pick Explosive Runes with it, which doesn't favor any class in particular). The only wizards that could benefit from his buffs are warforged wizards, if you assume they're constructs (the rules on warforged are ambiguous as to whether they're constructs or humanoids), but the nature of the construct-specific buffs generally favor creatures exposed to direct combat (except for Energy Ward, which also favors nothing in particular). In fact, the defensive buffs that aren't construct-enabled require a suit of armor to work (Magic Armor, Armor Augmentation), and sorcerers and wizards don't wear armor.</p><p> </p><p>The spellcasters that benefit most from artificer support - either on the team or through multiclassing - are actually the 1/3 casters, the arcane trickster and the eldritch knight (both of whom are Int casters with access to the wizard spell list, meaning they work well with both arcane devices and prototypes, yet they're primarily considered weapon-users instead of spellslingers). The arcane trickster can do magical things with Mage Hand, including using alchemists' bombs, and can benefit from Sneak Attack more easily with the aid of a homunculus (it's an extra body on the field, even if it isn't commanded). The eldritch knight has blast and defense spells of its own, and wears good armor and carries good weapons to enhance. (In fact, an EK can strongly consider a 3-level artificer dip to get short-rest-recharge, int-based attacks of a tunable damage type, two types of resistance (armor and shield), and a couple out-of-combat spells; everyone already expects him to fight with magic and swordplay, and this lets him interface the two perfectly. Plus, against foes with a basic energy vulnerability, an elemental cantrip and a matching-element-augmented weapon make a good War Magic combo. Meanwhile, an AT/artificer 3 multiclass has Expertise in Arcana, meaning his prototypes are much more reliable, even though he still can't use them in combat even if he's a magitechnician, and he can be in control of his own homunculus if he wants.)</p><p> </p><p></p><p>A nova requires two things: A massive expenditure of resources in a short amount of time (such that you're "burned out" later on), and a stronger-than-usual output during that time. It's not related specifically to a single character's turn - it's a small amount of time and a larger amount of resources than would be sustainable or advised.</p><p> </p><p>You're burning through the artificer's craft reserve in a single round (ROUND, not TURN, is the important part here) and hurling far more spells than the game would assume except in the 4-wizard-party case (a party the game doesn't suggest, largely because that's a glass cannon - here it's all of the cannon (for that round), none of the glass).</p><p> </p><p>Look at the numbers for the very basic case about an 8th level party unloading four Fireballs in one round. Look at the foes you'll fight around CR 8. The actual CR 8 foes in the MM average 118 hit points with 13 Dexterity and thus a +4 Dexterity save unless they're explicitly proficient in it. Four Fireballs averages nearly as much damage as their HP, and with a Dex save that low, it's unlikely that more than one will pass, which is still 90 damage in one turn. And in this case - with a spell that probably isn't all that hot since it's a full spell level behind the wizard's range at this level - that can be done against an entire field of CR 8 foes with pretty decent reliability, without any special support beyond the devices, and without picking a better spell. The question to ask, then, is what the average <em>party</em> would output, and how it compares to ~90 damage to huge clusters of CR 8 foes over a turn. And that requires far more work on my part than balancing the probabilities on prototype took - so it's a lot of work for a potentially exploitable nova enabler that the current rules prevent from deploying, and I'd need to do it against every possible spell at every possible level to be sure it'd work.</p><p> </p><p>It would be cool, but it'd be <em>impossible</em> to police at a rules-design level. It'd be <em>entirely</em> up to the DM to prevent that from going wild - and wasn't it you earlier who said that if the rules force the DM to balance things, the rules aren't doing their job?</p><p> </p><p>I'm fine leaving this, with limits, to the Spell Flasks on the alchemist. That shows up late enough that I'm fine with it (by 17th level, 6th level spells just aren't cutting it, and they cost a lot of craft reserve), and it has a couple other limitations too (notably, offensive targeted spells don't work - but that'll need testing, and I haven't hit that far with the alchemist yet.) You haven't so much as mentioned spell flasks, even though they do exactly what you want them to do.</p><p> </p><p> </p><p>You also have to design within the constraints of 5e. One of those constraints is that scrolls aren't freely purchasable. That's what I'm testing within. I can't foresee how available they'd become in games with more liberal economies, at least not without a point of reference (i.e. a 5e Eberron Campaign Setting Guide). But I do know that if I set it to be robust against all possible modifications (say, by adopting a spells-known model for schema), then the artificer ceases to feel like an artificer to me even in the assumed and shared 5e standard. I'd rather risk a potential imbalance in the face of a DM's houserule than ultimately producing a castrated version of the class - seeing as that's exactly the direction that WotC's Unearthed Arcana article tried to take, and if I thought <em>that</em> worked, then I wouldn't have done this project at all.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749898, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] No, I mean the tomes introduced in Arcane Power, which really were the equivalent of runestaffs with a use limiter on them. The Tome of Replenishing Flame, for instance, contained two daily wizard fire powers of up to its level, and by expending your own unusued daily attack power of equal or higher level as a free action, you could use either one of them instead (though you lost your chance at the end of the encounter). These spells [i]could[/i] be copied into your spellbook, but they didn't need to be prepared or anything in advance the way a normal spellbook spell would - just having the tome on hand was enough. The way the level progression and price worked was basically standard for 4e (i.e. it's a money-sinking treadmill to keep the numbers going; like you I believe that removing the assumption of magic items from the game's core math was one of the best things about 5th), but it's still, functionally, "buying" two extra possible (prepared!) spells beyond your normal limits. Or, in your terms, buying (semi)permanent powers known via a non-character-building resource without switching out old ones. (I say "semi" only because the game expects you to rotate out lower-level tomes, but by then the a higher-level one with better powers in it will be available.) The only limit here is the descriptor. Also, I'm much too simulationist for 4e, so I read point 2 as if it's something I'd say to attack 4e. In 5th, the schema are basically blueprints with personalized notation; if I'm in my fabrication lab in a big university with its library behind me, I don't see any reason why I couldn't construct a massive array of arcane devices (but not at once, since craft reserve won't sustain that many), even as a low-level artificer. In fact, that's kind of an apt description of House Cannith's Tinker's Guild. One thing I toyed around with, but removed because there's no precedent, was using the space in a spellbook as a resource. (I originally said that schema take up twice as much space as a spell of the same level, and formulas from Salvage Essence took up 2^(R+1) pages with R being rarity (Common is 1), but with cleaner language. I removed it when I noticed there's no mention of the length of a typical spell nor the size of a standard spellbook in the game.) That would at least make schema clunky to transport without proper tools, since there's no Blessed Books and bags of holding are hard to come by. However, it turned out to add a lot of text, which violated Goal 3. I'm the same way. This is also the same reason why the Augmentation spells unique to artificers play with damage types instead - that way, including artificers doesn't bake +X weapons into the system any more than, say, adding a character who can cast Magic Weapon does. (There's Magic Armor, which is a unique artificer spell as well, but looking just at the artificer's spell list, it's a natural fit as a unique spell, and it competes for concentration with the others.) Let me get this straight: If the DM deviates from the rules, the game breaks. I'm supposed to anticipate every possible deviation and test for that, because this is the job for a designer. No, that's wrong. Testing every possible deviation is impossible. What you do is provide a single system with a set of assumptions, [i]and then test within those assumptions to make sure it works[/i]. You include guidelines for deviations, and clearly mark those as "variants" and make sure people going off-road know what they're getting into, because that's the only way to account for the massive range of human creativity. I'm doing the latter - I'm testing the artificer with assumptions for 5e standard. I'm fairly confident in how some aspects, notably Salvage Essence, translate with different sorts of item availability policies, but without having a set of concrete rules to follow for different policies, I don't have a way of knowing how the rest of the game will behave under those policies. As such, I don't have any benchmark to test against, let alone an environment to test in. All of what I've just said, by the way, applies equally well to the fighter as it does to the wizard. The fighter in an Epic Heroism game (using the variant in the DMG; the nutshell summary is that it's the same, but short rests are 5 minutes and long rests are an hour, and high-level spells (6th+) still need an 8-hour rest to recover) is virtually unkillable and has an impossibly high damage output, so much so that I'm certain it wasn't tested under that paradigm. The wizard, being less dependent on short rests and more dependent on long ones, doesn't gain as much from such a paradigm (especially where the high-level slots are concerned), so it's clear that the variant influences different classes unevenly even without deploying the testing metrics. There are certainly other areas of the game that break open if you do this as well. However, it's a variant. It's not intended to be as robust as the main system, as it's only going to be used by people who are comfortable going off the beaten track, and those who do are warned of the risks when they do it. Power's a spectrum, not a binary "under/over" thing. Furthermore, there's still not one but [i]three[/i] throttles in place for how many of these can be deployed at once, even if you ignore the spellbook and the fact that artificers have slow spell level progression (so by the time they're building 3rd level devices, wizards are picking up 5th level spells; if there's a critical 4th level spell that you designed your adventure around, a PC wizard may have it, but a PC artificer won't). Let's assume that someone's actually got the infinite spellbook and the effect you want is of a level you can cast (this is actually a stronger set of assumptions than the artificer will ever encounter, so the clamping we get from these rules will actually be stronger in real play). 1) There's craft reserve, most obviously, which is a daily resource with multiple features demanding it (and since devices cost one point of that [i]per level[/i] of the spell, you wind up getting fewer and fewer of the strong ones; the fact that they're Spell Scrolls, which don't scale with your proficiency bonus or Intelligence, mean you have incentive to use your biggest ones). 2) There's also construction time (you can only build one of them per rest, and only if you have unspent reserve; if you walk into a dungeon with all your reserve in pre-built items, you can't replenish them until tomorrow, so your "versatility" is set entirely by what you prepared before the adventure began (just like an AD&D magic-user in this regard, since you need to build multiple copies of a device to use its effect more than once). If you walk in with no devices, keeping your craft reserve free to handle whatever problems you encounter with maximum versatility, you only get a chance to build one per rest. And every position in between on that scale.) 3) There's activation time. Using a spell scroll (and thus, an arcane device) always requires it to be in your hand (so you need to Use an Object to retrieve it, since they're not handled like ammunition; this isn't too severe but it does eat up your interaction options taken during movement most of the time), and being an object that requires your action to use (DMG p.139 on Spell Scrolls), you also need to Use an Object to activate them (Basic Rules p72 on Use an Object), meaning they take up your action [i]even if the spell inside is a bonus-action spell[/i], and short of using Contingency there's no way to make use of a reaction-spell-based arcane device. (The flipside is that it takes only one action even if the spell inside is a long-casting-time spell, but none of the long-casting-time spells are combat spells, and many of them are already rituals, which you can cast from scratch faster than you can build the device and paying 0 craft reserve. You, or the tomelock that's already shown this isn't too much of a problem.) Now, you can get around these restrictions by using Prototype, which also uses your Intelligence and proficiency directly, but that carries its own set of restrictions: 1) It consistently costs a spell slot, even if there's a mishap. (Magitechnicians can cast it from craft reserve, but there, it eats up the craft reserve in the same way as an arcane device does - long rest recharge.) You have fewer of these slots to waste. 2) Casting time - it's a 1-minute cast time, preventing its use in combat. (Magitechnicians, again, can get around this, which is one of the big selling points of the guild. However, it costs a Hit Die to do this, so it's at most once per level per day, and long rests only recover up to one-half of your level in spent Hit Dice at most, so this is [i]not[/i] sustainable [i]and[/i] it eats into your ability to bounce back during rests.) 3) It's risky; I posted the success rates above. Recall how people would get bent out of shape with even a 10% Arcane Spell Failure chance in 3.5? You have much more than that if you're trying a high-level spell, meaning you stick to a lower level one than you need unless it's an emergency. This exposes it to similar weaknesses of using lower-level spell scrolls. Also, that 3.5 bent-out-of-shapeness was in a paradigm where a failed spell was just a wasted action - here, it's also a mishap, which is not insubstantial damage against you to begin with (which I assume during balancing), and possibly much more if the DM is getting creative. (Again, the magitechnicians get around this to an extent, but only after level 11, and the fail chance on your high level slots is still substantial.) 4) It actually shares the same activation time limit as above (need to be in hand, need to use your action to set them off, and as such make reaction spells impossible and bonus-action spells less useful), augmented by the shorter duration on prototypes and without the exception for long-casting-time spells. (Magitechnicians can't get around this, and in fact feel it stronger, since they rely on Prototype so much. Even [i]they[/i] need to spend a turn (and a Hit Die!) setting it up, so you actually get the spell one round after you wanted it - and if circumstances have changed by then such that you no longer want it, tough, the slot is spent and the prototype's duration is ticking.) All of that is independent of the size of your spellbook and the availability of spells to fuel it; it's also (more or less) independent of the delayed spell level acquisition that being a 2/3 caster brings with it. [i]These are not hurdles that can be easily ignored[/i]. The reason you'd use Weapon Augmentation specifically isn't to increase damage (except for you - and that's because artificers lack any offensive cantrips or other weapon support, but are expected to fight with magically-boosted weapons). The reason you use Augmentation specifically is to exploit vulnerabilities or avoid resistances. (A low-level fighter against a mummy is in for a challenge, especially with a nonmagical sword. If that sword gets a fire augmentation, though, expect him to chew through the mummy in a round or two. Switching the damage type here [i]quadrupled[/i] the fighter's damage - but it's situational, and relies on the artificer making smart choices instead of simply locking on and deploying a strong buff by default. Augmentation is also a multitarget buff, which is pretty rare among the weapon buffs and changes in utility based on the number of cantrip-users vs weapon-users in the party.) However, look through the [i]rest[/i] of the artificer's spell list, paying special attention to those that are buffs or those that create opportunities. None of them support caster playstyles except, possibly, the chess spells at high levels (i.e. Wall of Stone) and its "summon" spells (Animate Objects, Mordenkainen's Sword), none of which are online at any reasonable level. The closest it gets is Glyph of Warding, which is a noncombat support spell (and the way the artificer works, without using prepared spells, he can [i]only[/i] pick Explosive Runes with it, which doesn't favor any class in particular). The only wizards that could benefit from his buffs are warforged wizards, if you assume they're constructs (the rules on warforged are ambiguous as to whether they're constructs or humanoids), but the nature of the construct-specific buffs generally favor creatures exposed to direct combat (except for Energy Ward, which also favors nothing in particular). In fact, the defensive buffs that aren't construct-enabled require a suit of armor to work (Magic Armor, Armor Augmentation), and sorcerers and wizards don't wear armor. The spellcasters that benefit most from artificer support - either on the team or through multiclassing - are actually the 1/3 casters, the arcane trickster and the eldritch knight (both of whom are Int casters with access to the wizard spell list, meaning they work well with both arcane devices and prototypes, yet they're primarily considered weapon-users instead of spellslingers). The arcane trickster can do magical things with Mage Hand, including using alchemists' bombs, and can benefit from Sneak Attack more easily with the aid of a homunculus (it's an extra body on the field, even if it isn't commanded). The eldritch knight has blast and defense spells of its own, and wears good armor and carries good weapons to enhance. (In fact, an EK can strongly consider a 3-level artificer dip to get short-rest-recharge, int-based attacks of a tunable damage type, two types of resistance (armor and shield), and a couple out-of-combat spells; everyone already expects him to fight with magic and swordplay, and this lets him interface the two perfectly. Plus, against foes with a basic energy vulnerability, an elemental cantrip and a matching-element-augmented weapon make a good War Magic combo. Meanwhile, an AT/artificer 3 multiclass has Expertise in Arcana, meaning his prototypes are much more reliable, even though he still can't use them in combat even if he's a magitechnician, and he can be in control of his own homunculus if he wants.) A nova requires two things: A massive expenditure of resources in a short amount of time (such that you're "burned out" later on), and a stronger-than-usual output during that time. It's not related specifically to a single character's turn - it's a small amount of time and a larger amount of resources than would be sustainable or advised. You're burning through the artificer's craft reserve in a single round (ROUND, not TURN, is the important part here) and hurling far more spells than the game would assume except in the 4-wizard-party case (a party the game doesn't suggest, largely because that's a glass cannon - here it's all of the cannon (for that round), none of the glass). Look at the numbers for the very basic case about an 8th level party unloading four Fireballs in one round. Look at the foes you'll fight around CR 8. The actual CR 8 foes in the MM average 118 hit points with 13 Dexterity and thus a +4 Dexterity save unless they're explicitly proficient in it. Four Fireballs averages nearly as much damage as their HP, and with a Dex save that low, it's unlikely that more than one will pass, which is still 90 damage in one turn. And in this case - with a spell that probably isn't all that hot since it's a full spell level behind the wizard's range at this level - that can be done against an entire field of CR 8 foes with pretty decent reliability, without any special support beyond the devices, and without picking a better spell. The question to ask, then, is what the average [i]party[/i] would output, and how it compares to ~90 damage to huge clusters of CR 8 foes over a turn. And that requires far more work on my part than balancing the probabilities on prototype took - so it's a lot of work for a potentially exploitable nova enabler that the current rules prevent from deploying, and I'd need to do it against every possible spell at every possible level to be sure it'd work. It would be cool, but it'd be [i]impossible[/i] to police at a rules-design level. It'd be [i]entirely[/i] up to the DM to prevent that from going wild - and wasn't it you earlier who said that if the rules force the DM to balance things, the rules aren't doing their job? I'm fine leaving this, with limits, to the Spell Flasks on the alchemist. That shows up late enough that I'm fine with it (by 17th level, 6th level spells just aren't cutting it, and they cost a lot of craft reserve), and it has a couple other limitations too (notably, offensive targeted spells don't work - but that'll need testing, and I haven't hit that far with the alchemist yet.) You haven't so much as mentioned spell flasks, even though they do exactly what you want them to do. You also have to design within the constraints of 5e. One of those constraints is that scrolls aren't freely purchasable. That's what I'm testing within. I can't foresee how available they'd become in games with more liberal economies, at least not without a point of reference (i.e. a 5e Eberron Campaign Setting Guide). But I do know that if I set it to be robust against all possible modifications (say, by adopting a spells-known model for schema), then the artificer ceases to feel like an artificer to me even in the assumed and shared 5e standard. I'd rather risk a potential imbalance in the face of a DM's houserule than ultimately producing a castrated version of the class - seeing as that's exactly the direction that WotC's Unearthed Arcana article tried to take, and if I thought [i]that[/i] worked, then I wouldn't have done this project at all. [/QUOTE]
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Artificer Class, Revised: Rip Me A New One
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