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*Dungeons & Dragons
D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="Chaosmancer" data-source="post: 9536820" data-attributes="member: 6801228"><p>I think I still have two thoughts from the base class. The subclasses are mostly fine, but it is the base I keep looking at. </p><p></p><p>1) If we are going to do making mundane items for the level 1 ability, just remove the limits. You can make any non-magical, small or smaller item costing less than 50 gp. I don't think I want them making armor with this (hence the small), but if you wanted to make a Warhammer? Sure, why not. Just let the artificer always have a useful item. As I mentioned before, actual play experience, tells me this is generally just not that good. It may lead to one or two cool moments, but it will rarely be radically powerful. Heck, I'd move Right Tool for the Job to level 1. That feels very magical engineer to me.</p><p></p><p>2) I don't like that the Artificer's abilities are so tied up in items that anyone could find in any treasure hoard. Take away the subclass abilities, and the Artificer gets... nothing really. Take the class up to level 6, halfway through most games, and the only unique thing they can do is pull an item out of their hat. It used to be that the infusions like the repelling shield or the mind sharpener were completely unique to the Artificer. You couldn't get them any other way. Now... now they are just treasure. So what is the artificer doing that no one else can do in the base class? I can't really think of anything. And that bothers me a lot.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9536820, member: 6801228"] I think I still have two thoughts from the base class. The subclasses are mostly fine, but it is the base I keep looking at. 1) If we are going to do making mundane items for the level 1 ability, just remove the limits. You can make any non-magical, small or smaller item costing less than 50 gp. I don't think I want them making armor with this (hence the small), but if you wanted to make a Warhammer? Sure, why not. Just let the artificer always have a useful item. As I mentioned before, actual play experience, tells me this is generally just not that good. It may lead to one or two cool moments, but it will rarely be radically powerful. Heck, I'd move Right Tool for the Job to level 1. That feels very magical engineer to me. 2) I don't like that the Artificer's abilities are so tied up in items that anyone could find in any treasure hoard. Take away the subclass abilities, and the Artificer gets... nothing really. Take the class up to level 6, halfway through most games, and the only unique thing they can do is pull an item out of their hat. It used to be that the infusions like the repelling shield or the mind sharpener were completely unique to the Artificer. You couldn't get them any other way. Now... now they are just treasure. So what is the artificer doing that no one else can do in the base class? I can't really think of anything. And that bothers me a lot. [/QUOTE]
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D&D Releases Playtest for Updated Artificer
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