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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Artificer improvements: a revised homebrew approach
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<blockquote data-quote="noodohs" data-source="post: 8506665" data-attributes="member: 7033037"><p>As I was looking at this more, another thing that seems really odd is that the class has a whole bunch of features related to alchemy... but they are not (unless you choose it) proficient with the alchemist's kit. I was going to say that tactical chemistry should further specify that you have to have an alchemist's kit on hand to use the feature (makes sense, right?), but apparently they don't have proficiency unless you choose it, sooo... that seems like a mistake to me.</p><p></p><p>Additionally, circling back to weight again, the bombardier's bombs don't have any specified weight but spell inventions do, which doesn't make a ton of sense. And further adding up the various things a typical adventurer might carry:</p><ul> <li data-xf-list-type="ul">Armor: 20-40 lbs, depending (they have medium armor proficiency)</li> <li data-xf-list-type="ul">Shield: 5-10 lbs, depending</li> <li data-xf-list-type="ul">Weapons: 3-8 lbs (longsword and a crossbow, let's say)</li> <li data-xf-list-type="ul">Tool kits: 10 lbs or so (smith's kit, thieves' tools, etc)</li> </ul><p>If, for some reason, you decided to dump strength and had an 8 (since that is the lowest you are typically supposed to go), that puts your total carry capacity at 120 lbs, of which ~70 lbs is spoken for before spell inventions. With the max of 30 lbs of those, you're dangerously close to being overencumbered. And that's not even factoring in supply (which gets rather heavy) or loot you might pick up along the way. This is why I say it seems overly harsh with no real reason to be. You're already limited in the number of spell inventions you can prepare, what purpose does the weight serve?</p></blockquote><p></p>
[QUOTE="noodohs, post: 8506665, member: 7033037"] As I was looking at this more, another thing that seems really odd is that the class has a whole bunch of features related to alchemy... but they are not (unless you choose it) proficient with the alchemist's kit. I was going to say that tactical chemistry should further specify that you have to have an alchemist's kit on hand to use the feature (makes sense, right?), but apparently they don't have proficiency unless you choose it, sooo... that seems like a mistake to me. Additionally, circling back to weight again, the bombardier's bombs don't have any specified weight but spell inventions do, which doesn't make a ton of sense. And further adding up the various things a typical adventurer might carry: [LIST] [*]Armor: 20-40 lbs, depending (they have medium armor proficiency) [*]Shield: 5-10 lbs, depending [*]Weapons: 3-8 lbs (longsword and a crossbow, let's say) [*]Tool kits: 10 lbs or so (smith's kit, thieves' tools, etc) [/LIST] If, for some reason, you decided to dump strength and had an 8 (since that is the lowest you are typically supposed to go), that puts your total carry capacity at 120 lbs, of which ~70 lbs is spoken for before spell inventions. With the max of 30 lbs of those, you're dangerously close to being overencumbered. And that's not even factoring in supply (which gets rather heavy) or loot you might pick up along the way. This is why I say it seems overly harsh with no real reason to be. You're already limited in the number of spell inventions you can prepare, what purpose does the weight serve? [/QUOTE]
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Artificer improvements: a revised homebrew approach
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