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Artificer UA to be released in February
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<blockquote data-quote="doctorbadwolf" data-source="post: 7773055" data-attributes="member: 6704184"><p>I certainly think so. Especially when you consider that it could be based on a miniaturization of lightning rail tech, or a reliably imbued variant of something like Magic Stone or Catapult. </p><p></p><p>And honestly, fireball absolutely cannot replace hurling physical objects against walls and other objects, so...why wouldn't there be Catapult [the spell] railguns hurling specially made balls of very heavy metal? You just need someone who can cast Catapult to <em>make it, not to use it.</em></p><p></p><p></p><p></p><p>I've seen all but Kalashtar, plus Warforged. In fact, the only Warforged I've seen in 5e have been in FR games, so far. The Changling I played was in a Tal Dorei game. </p><p></p><p></p><p></p><p>I'm a big fan of gaslamp fantasy, myself. </p><p></p><p>For me, using guns in Eberron doesn't change the setting pretty much at all, except that the common guard and soldier gets more lethals. The problem for me with wandslingers is that you still have to be able to cast spells to use a wand. However, I do think that Eberron is a setting where using the "Level 1 Bonus Feat (can't be traded for an ASI)" houserule makes a lot of sense, so having characters with Magic Initiate, and a fancy wand, can work. Still, the wandslinger can't fill the same role of the firearm, IMO at all, unless it's something that can be picked up off the floor by an untrained peasant and kill you dead, so Wandslingers are always gonna fall short on that. </p><p></p><p>I've gone two ways in the past, adding guns to Eberron. </p><p></p><p>1) Magic Guns. It's a gun, looks like a gun, it's totally a gun. It is just powered by an alchemical liquid that explodes when you pull the trigger, because magical magnets, basically. It smells bad, too much of it in a small space will cause eyes to water, and it otherwise functions like a gun. </p><p></p><p>2) A new kind of wand/rod/staff that does a very simple kind of damage, doesn't have charges, and requires no training or spellcasting ability. So, it's more magical in feel, because it's a wand/rod/staff, and it does fire, or radiant, or cold, or whatever, but otherwise it works like a gun that is magical. Range increments, add dex to attack and damage, etc. </p><p></p><p>Both work fine, IME.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7773055, member: 6704184"] I certainly think so. Especially when you consider that it could be based on a miniaturization of lightning rail tech, or a reliably imbued variant of something like Magic Stone or Catapult. And honestly, fireball absolutely cannot replace hurling physical objects against walls and other objects, so...why wouldn't there be Catapult [the spell] railguns hurling specially made balls of very heavy metal? You just need someone who can cast Catapult to [I]make it, not to use it.[/I] I've seen all but Kalashtar, plus Warforged. In fact, the only Warforged I've seen in 5e have been in FR games, so far. The Changling I played was in a Tal Dorei game. I'm a big fan of gaslamp fantasy, myself. For me, using guns in Eberron doesn't change the setting pretty much at all, except that the common guard and soldier gets more lethals. The problem for me with wandslingers is that you still have to be able to cast spells to use a wand. However, I do think that Eberron is a setting where using the "Level 1 Bonus Feat (can't be traded for an ASI)" houserule makes a lot of sense, so having characters with Magic Initiate, and a fancy wand, can work. Still, the wandslinger can't fill the same role of the firearm, IMO at all, unless it's something that can be picked up off the floor by an untrained peasant and kill you dead, so Wandslingers are always gonna fall short on that. I've gone two ways in the past, adding guns to Eberron. 1) Magic Guns. It's a gun, looks like a gun, it's totally a gun. It is just powered by an alchemical liquid that explodes when you pull the trigger, because magical magnets, basically. It smells bad, too much of it in a small space will cause eyes to water, and it otherwise functions like a gun. 2) A new kind of wand/rod/staff that does a very simple kind of damage, doesn't have charges, and requires no training or spellcasting ability. So, it's more magical in feel, because it's a wand/rod/staff, and it does fire, or radiant, or cold, or whatever, but otherwise it works like a gun that is magical. Range increments, add dex to attack and damage, etc. Both work fine, IME. [/QUOTE]
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