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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: 6749966" data-attributes="member: 25818"><p><strong>Originally posted by Xanchairothoss:</strong></p><p></p><p> </p><p>Vis Craft Reserve. I meant Spell Points (p. 288 DMG), not Sorcery points. Have it scale like that. i.e. increase the amount of Craft Reserve.</p><p></p><p>Gut spellcasting entirely, instead dig through all magic items, evaluate their core elements and turn those into Schema that may be activated via Infusions of Craft Reserve points. This still permits the creative versatility and "fun" element that I sought and we thought was important. Your "pick any spell" ability for the Artificer totally encroaches on Magical Secrets (which is limited for a reason). You've turned this class into the most optimal and utilitarian class in the game. Sure, it's balanced mechanically. However, what are the drawbacks to playing this class? I'm not seeing many, if any. It's the perfect generalist and does the Bard's job better than the Bard. We already have a fully optimized Bard class (which is arguably the best class in the game). Having your Artificer be on par with the Bard is fine, but this guy outshines everyone, and that's a problem. This is a super class, and it shouldn't be. What it should do is allow creative tactical strategy for infusions, but it shouldn't be able to do EVERYTHING any class could conievably do, and then some, with spellcasting on top of that.</p><p></p><p>I worry that you're emotionally biased by your own creation and what I recommend is counter to what you've already built, and thus is not at all the direction you wish to go in. A well reasoned arguement does not mean the direction you're proposing is correct. I challenge you to take on my point of view and argue for it. I further challenge you to argue against what you've built.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749966, member: 25818"] [b]Originally posted by Xanchairothoss:[/b] Vis Craft Reserve. I meant Spell Points (p. 288 DMG), not Sorcery points. Have it scale like that. i.e. increase the amount of Craft Reserve. Gut spellcasting entirely, instead dig through all magic items, evaluate their core elements and turn those into Schema that may be activated via Infusions of Craft Reserve points. This still permits the creative versatility and "fun" element that I sought and we thought was important. Your "pick any spell" ability for the Artificer totally encroaches on Magical Secrets (which is limited for a reason). You've turned this class into the most optimal and utilitarian class in the game. Sure, it's balanced mechanically. However, what are the drawbacks to playing this class? I'm not seeing many, if any. It's the perfect generalist and does the Bard's job better than the Bard. We already have a fully optimized Bard class (which is arguably the best class in the game). Having your Artificer be on par with the Bard is fine, but this guy outshines everyone, and that's a problem. This is a super class, and it shouldn't be. What it should do is allow creative tactical strategy for infusions, but it shouldn't be able to do EVERYTHING any class could conievably do, and then some, with spellcasting on top of that. I worry that you're emotionally biased by your own creation and what I recommend is counter to what you've already built, and thus is not at all the direction you wish to go in. A well reasoned arguement does not mean the direction you're proposing is correct. I challenge you to take on my point of view and argue for it. I further challenge you to argue against what you've built. [/QUOTE]
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