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D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="kittenhugs" data-source="post: 9535807" data-attributes="member: 6794026"><p>What I like:</p><ul> <li data-xf-list-type="ul">magical tinkering is now a mundane utility belt option (very much helped by adventuring gear being given actual mechanics in the PHB)</li> <li data-xf-list-type="ul">homunculus is a class-unique spell that you don't have to waste precious infusion slots on</li> <li data-xf-list-type="ul">the not-that-useful unique infusions becoming generic magic items</li> <li data-xf-list-type="ul">replicating magic items is just generally more versatile</li> <li data-xf-list-type="ul">Artillerist is more flexible with its cannon</li> <li data-xf-list-type="ul">armorer has a size-and-reach lockdown option</li> <li data-xf-list-type="ul">Having true strike means that battlesmith can come out swinging using Intelligence at 1st instead of having to wait to come online</li> <li data-xf-list-type="ul">Enspelled weapon and armor in the DMG means at 6th level you can get an extra 6 castings of any 1st level spells you know (except enchantment spells), that you can hand off to your allies (like armor that can cast shield or cure wounds 6 times lol. A dip into paladin means you could throw 6 divine smites on a weapon. There are definitely other exploitable options her esp with multiclassing).</li> <li data-xf-list-type="ul">As far as I can tell, replicate magic item not requiring an item to infuse means you can generate +1 full plate at 6th level without spending a dime</li> <li data-xf-list-type="ul">more than anything, this means we're getting Eberron content probably in 2026, which gives me and my groups something to look forward to since it's the only setting I've run games in for years outside of re-running Curse of Strahd.</li> </ul><p></p><p>What I don't like:</p><ul> <li data-xf-list-type="ul">having a different number of item formulas known vs. the number you can have made means you're still likely to have items you can replicate but never will, because some options are flat better than others</li> <li data-xf-list-type="ul">Alchemist still depends on a random feature that it doesn't have a huge number of uses for without expending precious half-caster slots</li> <li data-xf-list-type="ul">Artillerist still doesn't get much use of its eldritch cannon without expending precious half-caster slots</li> <li data-xf-list-type="ul">The Rising/Tasha's artificer had problems keeping up with other classes numerically and I don't think this has changed much--they don't have the ability to buff and support as much as bard or cleric, and they don't have the ability to deal damage like the martials and other half-casters. It would require a larger rework to fix that issue, though, and I'm sure this would do fine to okay in actual-play, or do really well in a campaign where the DM gives them time to craft items.</li> </ul></blockquote><p></p>
[QUOTE="kittenhugs, post: 9535807, member: 6794026"] What I like: [LIST] [*]magical tinkering is now a mundane utility belt option (very much helped by adventuring gear being given actual mechanics in the PHB) [*]homunculus is a class-unique spell that you don't have to waste precious infusion slots on [*]the not-that-useful unique infusions becoming generic magic items [*]replicating magic items is just generally more versatile [*]Artillerist is more flexible with its cannon [*]armorer has a size-and-reach lockdown option [*]Having true strike means that battlesmith can come out swinging using Intelligence at 1st instead of having to wait to come online [*]Enspelled weapon and armor in the DMG means at 6th level you can get an extra 6 castings of any 1st level spells you know (except enchantment spells), that you can hand off to your allies (like armor that can cast shield or cure wounds 6 times lol. A dip into paladin means you could throw 6 divine smites on a weapon. There are definitely other exploitable options her esp with multiclassing). [*]As far as I can tell, replicate magic item not requiring an item to infuse means you can generate +1 full plate at 6th level without spending a dime [*]more than anything, this means we're getting Eberron content probably in 2026, which gives me and my groups something to look forward to since it's the only setting I've run games in for years outside of re-running Curse of Strahd. [/LIST] What I don't like: [LIST] [*]having a different number of item formulas known vs. the number you can have made means you're still likely to have items you can replicate but never will, because some options are flat better than others [*]Alchemist still depends on a random feature that it doesn't have a huge number of uses for without expending precious half-caster slots [*]Artillerist still doesn't get much use of its eldritch cannon without expending precious half-caster slots [*]The Rising/Tasha's artificer had problems keeping up with other classes numerically and I don't think this has changed much--they don't have the ability to buff and support as much as bard or cleric, and they don't have the ability to deal damage like the martials and other half-casters. It would require a larger rework to fix that issue, though, and I'm sure this would do fine to okay in actual-play, or do really well in a campaign where the DM gives them time to craft items. [/LIST] [/QUOTE]
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