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Artificer UA has been released!
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<blockquote data-quote="lkj" data-source="post: 7571609" data-attributes="member: 18646"><p>So, I'll admit I'm not that familiar with previous incarnations of the Artificer and haven't done more than glance over Eberron stuff. But my initial impressions:</p><p></p><p>1) I really like the flavor. It's something different and looks fun.</p><p>2) On that same note, I really like the Magical Tinkering feature. It's a nice, flavorful roleplaying ability with utility but not a ton of power. I've found other features like that are really fun at the table. For example, it reminds me of the Conjuring specialty ability for the wizard subclass. That has led to a lot of fun moments in our games.</p><p>3) I like that the approach of reflavoring the spells. While I understand the desire to create something different to increase the 'feel', that would be a lot of overhead to basically get to the same place that spells (a system already tested and robust) already serve.</p><p>4) I like the infusions. They look fun. The other class abilities seem appropritae and cool</p><p>5) The "Alchemy" part of the Alchemist wasn't obvious at first. I mean, it's there-- extra acid damage, list of bonus spells that are alchemy related. Extra acid damage with every related spell. A little construct that spits acid. Add the reflavored spells and I think in play that the subclass will have a strong alchemy feel. But it's a little subtle on the page. I kind of feel the Ranger has this issue as well, where the abilities look a little flat until you add up all the pieces. </p><p>6) In contrast, the Artillerist abilities have a very obvious up front feel. I'll be honest-- The whole turret thing is odd to me. Looks fun but just seems like a strange manifestation of an ability. I'm guessing this is because of my lack of experience with Eberron and Artificers in general. Nothing wrong with it, but I wouldn't have imagined that feature beforehand.</p><p></p><p>My couple cents!</p><p></p><p>AD</p></blockquote><p></p>
[QUOTE="lkj, post: 7571609, member: 18646"] So, I'll admit I'm not that familiar with previous incarnations of the Artificer and haven't done more than glance over Eberron stuff. But my initial impressions: 1) I really like the flavor. It's something different and looks fun. 2) On that same note, I really like the Magical Tinkering feature. It's a nice, flavorful roleplaying ability with utility but not a ton of power. I've found other features like that are really fun at the table. For example, it reminds me of the Conjuring specialty ability for the wizard subclass. That has led to a lot of fun moments in our games. 3) I like that the approach of reflavoring the spells. While I understand the desire to create something different to increase the 'feel', that would be a lot of overhead to basically get to the same place that spells (a system already tested and robust) already serve. 4) I like the infusions. They look fun. The other class abilities seem appropritae and cool 5) The "Alchemy" part of the Alchemist wasn't obvious at first. I mean, it's there-- extra acid damage, list of bonus spells that are alchemy related. Extra acid damage with every related spell. A little construct that spits acid. Add the reflavored spells and I think in play that the subclass will have a strong alchemy feel. But it's a little subtle on the page. I kind of feel the Ranger has this issue as well, where the abilities look a little flat until you add up all the pieces. 6) In contrast, the Artillerist abilities have a very obvious up front feel. I'll be honest-- The whole turret thing is odd to me. Looks fun but just seems like a strange manifestation of an ability. I'm guessing this is because of my lack of experience with Eberron and Artificers in general. Nothing wrong with it, but I wouldn't have imagined that feature beforehand. My couple cents! AD [/QUOTE]
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