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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749932" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>Thank you!</p><p> </p><p>I'm not quite sure what you mean - they can already do that, through the item creation rules in the DMG (Page 128; it works similarly to normal item crafting in the PHB, except you need a formula (and the cost per day is five times more expensive, but since magic item prices are also high, it still takes a long time to make most items). The only catch is you need a formula, which a DM can give you, make you work for, or have you obtain by reverse-engineering loot that's already appeared in your game. You also need enough downtime to build the item, or enough assistants to keep that time manageable (which, incidentally, actually gives you something to spend your vast high-level wealth on - you still can't "buy" magic items, but you can hire enough assistants to help you build one in two months rather than five years. (Yes, by default, it takes around five years to build a very rare item from a formula. By the levels where you can do this, I hope you've positioned yourself high up in one of the artisans' guilds and can commission a special team to work on it with you.))</p><p> </p><p>Craft reserve is currently used to create:</p><p>-Magecraft tools (technically a buff)</p><p>-Arcane Devices (identical in almost all ways to scrolls; these actually are permanent, but there's a catch to prevent you from selling them and creating an item economy. These can be used by others, as they're spell scrolls.)</p><p>-Potions (also usable by anyone, and they last long enough to be more or less permanent without creating an item economy.)</p><p>-Casting <em>Prototype</em> or <em>Augmentation</em> spells if you're a Magitechnician or Spellforger (permanent prototypes are basically arcane devices)</p><p>-Alchemist bombs (these are also permanent and can be used by anyone)</p><p>-Alchemist spell flasks (Also permanent and can be used by anyone; this is the only way for a total nonspellcaster to cast spells. If your goal was to build arcane devices for the entire party, <em>this is it</em>.)</p><p>-Construct Dominance (a "charm" type effect)</p><p>-Alternate fuel for charged items via the Power Surge spell.</p><p> </p><p>All of these are technically "consumables", if you use the 'permanent' vs 'consumable' distinction. If you want a permanent magic item, like a flametongue, you'll need a formula, raw materials, a place to work, and time to build it, plus anything special the formula calls for. I wrote a little essay on this in Post 2, the first spoiler block ("Regarding Item Creation").</p><p> </p><p>Is that what you meant? Or is it something closer to the official artificer's ability, which is "Level 14 (!!) artificers can, once a month, take a week to produce an item on Table A or B, most of which are consumable anyway, and you need to suspend your disbelief as to why this doesn't produce at least <em>some</em> items for sale"?</p><p> </p><p>I'd be happy to investigate this direction further, but I need to make sure I'm understanding it.</p><p> </p><p> </p><p> </p><p> </p><p>Initial runs on the "Personal Weapon Augmentation from reserve" idea above are very promising, but I have two concerns: They seem to damper down the spellforgers' uniqueness a bit (rather, what happens there is they get more potent for the same reserve cost; it's particularly effective for armor augmentations), and they put even more pressure on craft reserve in the mid levels, when it's tightest and forces the arty to be reasonably careful i.e. a 6th level rock gnome artificer with 18 Int has 10 craft reserve. He might budget three points for PWA and Magecraft (to be tapped into for replacement potions or devices as needed), 3 for an Invisibility potion, and have four left - meaning two 2nd level arcane devices, or one 2nd level and two 1st level devices (drawn from a spellbook containing 10 spells, maybe one more if you found a scroll). That leaves zero left for other class features, apart from spells (he knows six). Compare to the cleric, who has three 3rd level spells, two Channel Divinities, and several domain features that are probably less restrictive, on top of his diverse spell selection (he has 16 prepared). Or compare to the wizard, who trades armor and HP for three 3rd level spells, three levels of Arcane Recovery, 10 spells prepared from a book containing 16, and three Arcane Tradition abilities. All these classes have 4 1st and 3 2nd level slots in common.</p><p> </p><p>(You'll see this shows the chokepoints I mentioned upthread rather well. Without assigning craft reserve to PWA, that's maybe three 2nd level devices unique to the artificer, which are single-use-only fire-and-forget objects that don't work with bonus action spells. Does that equal what's listed above for other classes (or does it come close to the 3rd level spells)? <em>Hardly</em>, even if you have full access to every spell in the game, which you don't.)</p><p> </p><p>The artificer is currently coming out as slightly <em>weaker</em> than I'd like, but still within acceptable parameters. (They work fine at the lowest levels, but taper off rather fast.) I'm open to suggestions. The best I can think of is going back to some variant of "you know your whole list" thing or cleric-style preparation, neither of which are particularly appealing.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749932, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] Thank you! I'm not quite sure what you mean - they can already do that, through the item creation rules in the DMG (Page 128; it works similarly to normal item crafting in the PHB, except you need a formula (and the cost per day is five times more expensive, but since magic item prices are also high, it still takes a long time to make most items). The only catch is you need a formula, which a DM can give you, make you work for, or have you obtain by reverse-engineering loot that's already appeared in your game. You also need enough downtime to build the item, or enough assistants to keep that time manageable (which, incidentally, actually gives you something to spend your vast high-level wealth on - you still can't "buy" magic items, but you can hire enough assistants to help you build one in two months rather than five years. (Yes, by default, it takes around five years to build a very rare item from a formula. By the levels where you can do this, I hope you've positioned yourself high up in one of the artisans' guilds and can commission a special team to work on it with you.)) Craft reserve is currently used to create: -Magecraft tools (technically a buff) -Arcane Devices (identical in almost all ways to scrolls; these actually are permanent, but there's a catch to prevent you from selling them and creating an item economy. These can be used by others, as they're spell scrolls.) -Potions (also usable by anyone, and they last long enough to be more or less permanent without creating an item economy.) -Casting [i]Prototype[/i] or [i]Augmentation[/i] spells if you're a Magitechnician or Spellforger (permanent prototypes are basically arcane devices) -Alchemist bombs (these are also permanent and can be used by anyone) -Alchemist spell flasks (Also permanent and can be used by anyone; this is the only way for a total nonspellcaster to cast spells. If your goal was to build arcane devices for the entire party, [i]this is it[/i].) -Construct Dominance (a "charm" type effect) -Alternate fuel for charged items via the Power Surge spell. All of these are technically "consumables", if you use the 'permanent' vs 'consumable' distinction. If you want a permanent magic item, like a flametongue, you'll need a formula, raw materials, a place to work, and time to build it, plus anything special the formula calls for. I wrote a little essay on this in Post 2, the first spoiler block ("Regarding Item Creation"). Is that what you meant? Or is it something closer to the official artificer's ability, which is "Level 14 (!!) artificers can, once a month, take a week to produce an item on Table A or B, most of which are consumable anyway, and you need to suspend your disbelief as to why this doesn't produce at least [i]some[/i] items for sale"? I'd be happy to investigate this direction further, but I need to make sure I'm understanding it. Initial runs on the "Personal Weapon Augmentation from reserve" idea above are very promising, but I have two concerns: They seem to damper down the spellforgers' uniqueness a bit (rather, what happens there is they get more potent for the same reserve cost; it's particularly effective for armor augmentations), and they put even more pressure on craft reserve in the mid levels, when it's tightest and forces the arty to be reasonably careful i.e. a 6th level rock gnome artificer with 18 Int has 10 craft reserve. He might budget three points for PWA and Magecraft (to be tapped into for replacement potions or devices as needed), 3 for an Invisibility potion, and have four left - meaning two 2nd level arcane devices, or one 2nd level and two 1st level devices (drawn from a spellbook containing 10 spells, maybe one more if you found a scroll). That leaves zero left for other class features, apart from spells (he knows six). Compare to the cleric, who has three 3rd level spells, two Channel Divinities, and several domain features that are probably less restrictive, on top of his diverse spell selection (he has 16 prepared). Or compare to the wizard, who trades armor and HP for three 3rd level spells, three levels of Arcane Recovery, 10 spells prepared from a book containing 16, and three Arcane Tradition abilities. All these classes have 4 1st and 3 2nd level slots in common. (You'll see this shows the chokepoints I mentioned upthread rather well. Without assigning craft reserve to PWA, that's maybe three 2nd level devices unique to the artificer, which are single-use-only fire-and-forget objects that don't work with bonus action spells. Does that equal what's listed above for other classes (or does it come close to the 3rd level spells)? [i]Hardly[/i], even if you have full access to every spell in the game, which you don't.) The artificer is currently coming out as slightly [i]weaker[/i] than I'd like, but still within acceptable parameters. (They work fine at the lowest levels, but taper off rather fast.) I'm open to suggestions. The best I can think of is going back to some variant of "you know your whole list" thing or cleric-style preparation, neither of which are particularly appealing. [/QUOTE]
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