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D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="Chaosmancer" data-source="post: 9536193" data-attributes="member: 6801228"><p>Just read through it and I'm left... kind of cold. </p><p></p><p>Magical Tinkering could be interesting... but not as written. Let us say I use it to make a lamp... I then need to use it again to make oil. I get three to four uses per day and I've... made a working lamp with half of them. Some of the useful items are on here on second look, Rope, Ball Bearings, Caltrops... but this stuff feels less magical than being able to make a music box with an illusory dancer, and is rarely going to be impactful. (I tend to play characters who hoard gear for a chance to use it... and rarely does that ever actually happen) </p><p></p><p>And other than that, the big change is no longer needing an initial item to use your infusions, plus some of your best infusions are not just standard loot other people can make or get? The changes to Flash of Genius are nice, but that's about it that is actually going to impact anything. And they swapped a potential +6 to all saves for a +1d6 on skills late game? Nothing here is popping. </p><p></p><p>The Dreadnaught is cool for the Armorer, gives them a 3rd option, and the change to protective field is interesting, but that is basically it. </p><p></p><p>Artillerist got a small buff with being able to use all three cannon options with a single summon (not all at once) but that's the only change. </p><p></p><p>Battle Smith didn't even get that much. Little less health and less ability to heal the Steel Defender in exchange for a little more damage. Meh. </p><p></p><p>And Alchemist... alchemist still sucks. I've been saying this ever since it was printed, in terms of efficiency in healing? The Artillerist blows the Alchemist out of the water without trying. 1d8+Mod every turn, as a bonus action to every ally within 10 ft. At +4 that is an average of 8 temp hp to every ally including itself. So, let's say two characters and the cannon. That is 24 temp hp every turn, for an hour, as a bonus action. The Alchemist can use the healing elixir, if they happen to roll two of them for their free slots, to heal a MAXIMUM of 42 hp at the same level. I generate more temp hp on average than their maximum possible healing in two bonus actions... the same number of bonus actions it takes them to heal! </p><p></p><p>If we assume that I can get two combats in one hour, and each combat takes three turns, then a single Protector turret can grant around 144 temp hp pretty easily. Without a spell slot. And on damage? The Artillerist is better at damage too. </p><p></p><p>The Alchemist desperately needs SOMETHING, and this wasn't it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9536193, member: 6801228"] Just read through it and I'm left... kind of cold. Magical Tinkering could be interesting... but not as written. Let us say I use it to make a lamp... I then need to use it again to make oil. I get three to four uses per day and I've... made a working lamp with half of them. Some of the useful items are on here on second look, Rope, Ball Bearings, Caltrops... but this stuff feels less magical than being able to make a music box with an illusory dancer, and is rarely going to be impactful. (I tend to play characters who hoard gear for a chance to use it... and rarely does that ever actually happen) And other than that, the big change is no longer needing an initial item to use your infusions, plus some of your best infusions are not just standard loot other people can make or get? The changes to Flash of Genius are nice, but that's about it that is actually going to impact anything. And they swapped a potential +6 to all saves for a +1d6 on skills late game? Nothing here is popping. The Dreadnaught is cool for the Armorer, gives them a 3rd option, and the change to protective field is interesting, but that is basically it. Artillerist got a small buff with being able to use all three cannon options with a single summon (not all at once) but that's the only change. Battle Smith didn't even get that much. Little less health and less ability to heal the Steel Defender in exchange for a little more damage. Meh. And Alchemist... alchemist still sucks. I've been saying this ever since it was printed, in terms of efficiency in healing? The Artillerist blows the Alchemist out of the water without trying. 1d8+Mod every turn, as a bonus action to every ally within 10 ft. At +4 that is an average of 8 temp hp to every ally including itself. So, let's say two characters and the cannon. That is 24 temp hp every turn, for an hour, as a bonus action. The Alchemist can use the healing elixir, if they happen to roll two of them for their free slots, to heal a MAXIMUM of 42 hp at the same level. I generate more temp hp on average than their maximum possible healing in two bonus actions... the same number of bonus actions it takes them to heal! If we assume that I can get two combats in one hour, and each combat takes three turns, then a single Protector turret can grant around 144 temp hp pretty easily. Without a spell slot. And on damage? The Artillerist is better at damage too. The Alchemist desperately needs SOMETHING, and this wasn't it. [/QUOTE]
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