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*Dungeons & Dragons
D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="Kobold Stew" data-source="post: 9535714" data-attributes="member: 23484"><p>A lot of really interesting things here. A few initial observations:</p><p></p><p>1. This is going to be a very popular 1- and 2-level dip. 1 level will give med armor and shields and a skill -- super for Rogues.</p><p>2. The flavour text feels a little off to me -- items "vanish" (rather than stop working) or are repaired when you "touch" them. It's clearly a magic class.</p><p>3. replacing cantrips and spells after a long rest means that things stay VERY flexible -- i would have thought 1/level would be better.</p><p>4. Cantrip list is very strong: Guidance, Attack cantrips, and True Strike. Again; this makes the class a dip-draw.</p><p>5. For the Armoror: clearly playing into the MCU Iron Man presentation, which is fine; when the armor is used as an arcane focus, does it need a free hand?</p><p>6. For the Armoror: Dreadnaught Flail is fun. I am pleased that these weapons do not have associated Mastery properties; that would be too much.</p><p>7. For the Armoror:<s> I'm not sure what is gained by having the Lightning Launcher a Thrown weapon -- is it just that you can use Str or Dex or Int for the attack?</s> EDIT: as described downthread, all ranfged weapons are either ammunition or thrown; this is likely a legacy, and it has no effect.</p><p>8. For the Battle Smith: the Arcane Empowerment is now of much less impact than it was before the revised True Strike.</p><p><s>9. A 2-level dip means that characters can also create for themselves 2 magic items, which will allow a lot of builds that are otherwise challenging to pull off (e.g. an Articficer 2/Rogue X can have a +1 throwing weapon that always returns. Not too powerful, but it allows a certain fantasy otherwise not there.)</s> EDIT: my bad -- you need level 6 to make a returning weapons; it's not really opening up space for creative builds.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9535714, member: 23484"] A lot of really interesting things here. A few initial observations: 1. This is going to be a very popular 1- and 2-level dip. 1 level will give med armor and shields and a skill -- super for Rogues. 2. The flavour text feels a little off to me -- items "vanish" (rather than stop working) or are repaired when you "touch" them. It's clearly a magic class. 3. replacing cantrips and spells after a long rest means that things stay VERY flexible -- i would have thought 1/level would be better. 4. Cantrip list is very strong: Guidance, Attack cantrips, and True Strike. Again; this makes the class a dip-draw. 5. For the Armoror: clearly playing into the MCU Iron Man presentation, which is fine; when the armor is used as an arcane focus, does it need a free hand? 6. For the Armoror: Dreadnaught Flail is fun. I am pleased that these weapons do not have associated Mastery properties; that would be too much. 7. For the Armoror:[S] I'm not sure what is gained by having the Lightning Launcher a Thrown weapon -- is it just that you can use Str or Dex or Int for the attack?[/S] EDIT: as described downthread, all ranfged weapons are either ammunition or thrown; this is likely a legacy, and it has no effect. 8. For the Battle Smith: the Arcane Empowerment is now of much less impact than it was before the revised True Strike. [S]9. A 2-level dip means that characters can also create for themselves 2 magic items, which will allow a lot of builds that are otherwise challenging to pull off (e.g. an Articficer 2/Rogue X can have a +1 throwing weapon that always returns. Not too powerful, but it allows a certain fantasy otherwise not there.)[/S] EDIT: my bad -- you need level 6 to make a returning weapons; it's not really opening up space for creative builds.[S][/S] [/QUOTE]
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