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D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="I'm A Banana" data-source="post: 9535843" data-attributes="member: 2067"><p>I was pretty happy with the Alchemist I played, but let's see what they'd do differently...</p><p></p><p>Pro</p><ul> <li data-xf-list-type="ul">Fond of the new magical tinkering. Kind of like the idea of an alchemist character carrying around "bottled lamp."</li> <li data-xf-list-type="ul">Delivering Elixirs as a bonus action is <strong>huge</strong>. In line with some of the other changes in 24, but especially welcome here. Now I can buff or heal and still use my turn to do a cantrip or weapon attack.</li> <li data-xf-list-type="ul">I like the restorative reagents temp hp buff - Alchemists are healer-lite, it's good that they can function as a reliable buffer.</li> <li data-xf-list-type="ul">The expanded options for magic item plans is welcome. The old infusion list struggled with the problem of "100 channels and nothing on." This lets a lot more customization and interesting interaction into the room.</li> </ul><p>What Would Be Cool</p><ul> <li data-xf-list-type="ul">I'd love more Experimental Elixirs. The random roll isn't bad (since you can always create one of your choice by burning a spell slot), but the options are a little limited, with most being pretty circumstantial. Keeping with the theme of something that buffs you when you drink it, I think we're missing something that can add some damage (maybe adding a bit of force damage to the attacks of someone who drinks it), and maybe something that buffs ability checks (where's my popeye spinach or my cha-boosting purfume?). And we should keep the transformation in that case. Give me a d12 to roll or something. </li> <li data-xf-list-type="ul">Give me firearms proficiency! Let Artificers show their boomsticks!</li> <li data-xf-list-type="ul">Would it be too much to let Flash of Genius apply to attack rolls? And what if we allowed it to inflict a penalty in addition to a buff so that we can help enemies fail saves and fail attacks, too?</li> </ul><p></p><p>I think this holds together. Unlike others, I don't think the artificer necessarily needs a huge rework, though one of the things that is definitely true about it is that its powers are hidden behind class features that aren't always clearly telegraphed. Flash of Genius is a GREAT buffing ability, for instance, and for an Alchemist, Alchemical Savant is pretty devastating (makes <em>poison spray</em> basically your greatsword). And the AC an artificer can get is S-tier. But these don't read as especially flashy, and come in after the initial level, and require a bit of system mastery to get up and running. Having a very good AC, for instance, requires a good knowledge of how effects stack and a choice to lean into AC when choosing your replicated magic items. Making good use of Flash of Genius means remembering an ability you've been playing without for seven levels and how it stacks with smaller effects like <em>bless </em>and the Elixirs. Using Alchemical Savant well means keeping close track of the spells your using and taking into account enemies' resistances.</p><p></p><p>The experience of playing an artificer to me was in noticing how many different little +1 or +1d4's you can stack, and doing a lot of research on magic items and spells. This doesn't change that experience. Though, I don't think that experience is exactly fun for everyone (and certainly I'm personally a little meh on it).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9535843, member: 2067"] I was pretty happy with the Alchemist I played, but let's see what they'd do differently... Pro [LIST] [*]Fond of the new magical tinkering. Kind of like the idea of an alchemist character carrying around "bottled lamp." [*]Delivering Elixirs as a bonus action is [B]huge[/B]. In line with some of the other changes in 24, but especially welcome here. Now I can buff or heal and still use my turn to do a cantrip or weapon attack. [*]I like the restorative reagents temp hp buff - Alchemists are healer-lite, it's good that they can function as a reliable buffer. [*]The expanded options for magic item plans is welcome. The old infusion list struggled with the problem of "100 channels and nothing on." This lets a lot more customization and interesting interaction into the room. [/LIST] What Would Be Cool [LIST] [*]I'd love more Experimental Elixirs. The random roll isn't bad (since you can always create one of your choice by burning a spell slot), but the options are a little limited, with most being pretty circumstantial. Keeping with the theme of something that buffs you when you drink it, I think we're missing something that can add some damage (maybe adding a bit of force damage to the attacks of someone who drinks it), and maybe something that buffs ability checks (where's my popeye spinach or my cha-boosting purfume?). And we should keep the transformation in that case. Give me a d12 to roll or something. [*]Give me firearms proficiency! Let Artificers show their boomsticks! [*]Would it be too much to let Flash of Genius apply to attack rolls? And what if we allowed it to inflict a penalty in addition to a buff so that we can help enemies fail saves and fail attacks, too? [/LIST] I think this holds together. Unlike others, I don't think the artificer necessarily needs a huge rework, though one of the things that is definitely true about it is that its powers are hidden behind class features that aren't always clearly telegraphed. Flash of Genius is a GREAT buffing ability, for instance, and for an Alchemist, Alchemical Savant is pretty devastating (makes [I]poison spray[/I] basically your greatsword). And the AC an artificer can get is S-tier. But these don't read as especially flashy, and come in after the initial level, and require a bit of system mastery to get up and running. Having a very good AC, for instance, requires a good knowledge of how effects stack and a choice to lean into AC when choosing your replicated magic items. Making good use of Flash of Genius means remembering an ability you've been playing without for seven levels and how it stacks with smaller effects like [I]bless [/I]and the Elixirs. Using Alchemical Savant well means keeping close track of the spells your using and taking into account enemies' resistances. The experience of playing an artificer to me was in noticing how many different little +1 or +1d4's you can stack, and doing a lot of research on magic items and spells. This doesn't change that experience. Though, I don't think that experience is exactly fun for everyone (and certainly I'm personally a little meh on it). [/QUOTE]
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