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D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="Neonchameleon" data-source="post: 9535791" data-attributes="member: 87792"><p>OK. Initial thoughts: Some polishing (and making the Homonclucus Servant a spell akin to Find Familiar is nice) , but core features aren't fixed.</p><ul> <li data-xf-list-type="ul">Firearm proficiency appears to have been taken away.</li> <li data-xf-list-type="ul"><strong>Permanent</strong> magic items? Does having your "Plan" make it easier to create e.g. a permanent bag of holding if you otherwise have the ingredients. (Although the edge has been taken off thanks to all the subclasses getting something)</li> <li data-xf-list-type="ul">Artificer spells? Why is the Artificer weaker than the wizard at the spells that create quasi-magic items (e.g. Magic Mouth, permanent Major Image, Wall of Stone)</li> <li data-xf-list-type="ul">Alchemist: Isn't this deckchairs on the titanic? Replacing "Transformation" with "Pick any"? And it's still weak</li> <li data-xf-list-type="ul">Armourer: How do I make my armour's weapon magical? It's fortunately no longer physically impossible. But I suspect the armourer is mechanically arguably a sub-par ranger (as it was before) - jack of all trades but not great at them.</li> <li data-xf-list-type="ul">Artillerist:<ul> <li data-xf-list-type="ul">Please let me use a gun as my arcane firearm - and let me shoot with an arcane firearm that isn't a gun (e.g. d8 Force or bludgeoning damage, uses Int to attack, range 80/240)</li> <li data-xf-list-type="ul">The fundamental weakness of the artillerist is how pacing-dependent it is. I can take my cannon through an entire five room dungeon inside an hour - but not keep watch with it. And having to either (a) not have your cannon or (b) give up your action in the first round of combat is a stiff penalty</li> </ul></li> <li data-xf-list-type="ul">Battle Smith: Minor changes. Why does the Steel Defender generally have a worse AC than a Beast of the land? For that matter casting focus?</li> </ul></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9535791, member: 87792"] OK. Initial thoughts: Some polishing (and making the Homonclucus Servant a spell akin to Find Familiar is nice) , but core features aren't fixed. [LIST] [*]Firearm proficiency appears to have been taken away.[B][/B] [*][B]Permanent[/B] magic items? Does having your "Plan" make it easier to create e.g. a permanent bag of holding if you otherwise have the ingredients. (Although the edge has been taken off thanks to all the subclasses getting something) [*]Artificer spells? Why is the Artificer weaker than the wizard at the spells that create quasi-magic items (e.g. Magic Mouth, permanent Major Image, Wall of Stone) [*]Alchemist: Isn't this deckchairs on the titanic? Replacing "Transformation" with "Pick any"? And it's still weak [*]Armourer: How do I make my armour's weapon magical? It's fortunately no longer physically impossible. But I suspect the armourer is mechanically arguably a sub-par ranger (as it was before) - jack of all trades but not great at them. [*]Artillerist: [LIST] [*]Please let me use a gun as my arcane firearm - and let me shoot with an arcane firearm that isn't a gun (e.g. d8 Force or bludgeoning damage, uses Int to attack, range 80/240) [*]The fundamental weakness of the artillerist is how pacing-dependent it is. I can take my cannon through an entire five room dungeon inside an hour - but not keep watch with it. And having to either (a) not have your cannon or (b) give up your action in the first round of combat is a stiff penalty [/LIST] [*]Battle Smith: Minor changes. Why does the Steel Defender generally have a worse AC than a Beast of the land? For that matter casting focus? [/LIST] [/QUOTE]
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