Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Releases Playtest for Updated Artificer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Levistus's_Leviathan" data-source="post: 9536987" data-attributes="member: 7023887"><p>The original Artificer class playtest from 2017 had the Wondrous Invention feature, where they created permanent magic items, getting more options and amounts of magic items at higher levels. They moved away from Artificers making permanent magic items towards the Infusion system for the Eberron Artificer UA. Now, nearly 8 years later, they are moving back to Artificers creating permanent magic items with the 2024 Replicate Magic Item feature. In fact, all of the magic items that 2017 Artificers could make at level 2 are on the list of items 2024 Artificers can make at level 2, except driftglobes. It seems a bit like reinventing the wheel that they abandoned nearly 8 years ago.</p><p></p><p>I just thought that was interesting.</p><p></p><p>Additional thoughts:</p><ul> <li data-xf-list-type="ul">When Wizards got the "Cantrip Formulas" optional feature in Tasha's, which allowed for you to switch out a cantrip on a long rest, I remember saying that it made way more sense as an Artificer feature than as a Wizard one. I might have even put that in the feedback for the Optional Class Features UA. It's interesting that they are now allowing Artificers to do that now.</li> <li data-xf-list-type="ul">Magical Tinkering is weird now. I can't say it got much use in my campaign, our Artificer mostly used it to take pictures of things every now and then. This is just a different, less useful feature under the same name. The items only lasting for an hour is definitely a problem (especially for bedrolls and vials)</li> <li data-xf-list-type="ul">Not being able to use infused magic items as spellcasting foci is a huge issue. Before Battle Smiths could use their magic weapons/shields. Now they can't. Is every Battle Smith expected to have an empty hand for their tools so they can cast their spells now?</li> <li data-xf-list-type="ul">Why is the maximum amount of Plans Known 8, instead of 12 (the maximum for Eberron/Tasha's Artificers at level 18)? They decreased the versatility of Artificers and now high level artificers only known 2 extra plans, but have the same amount of "infusions."</li> <li data-xf-list-type="ul">Why make a big deal of you "just making magic items" now in the video, if they basically just function like Infusions? They still lose their magic when you die, you still have a limited amount of them, you still have more plans than you have infusions, they're still created the same way. This is just infusions under a different name, but slightly worse.</li> <li data-xf-list-type="ul">Right Tool for the Job is going to be really annoying if the Artificer is making something that takes more than an hour. Before if they were making Plate Armor their free Smith's Tools lasted as long as they wanted to. Now you can only summon them for 1 hour intervals up to 5 times a day.</li> <li data-xf-list-type="ul">Flash of Genius is slightly better. Maybe they could make it so you don't expend a use if the new result doesn't succeed?</li> <li data-xf-list-type="ul">So, I'm not seeing anything about being able to make magic items faster or for less money. Did they just nerf the Magic Item Adept/Savant/Master features and pretend that getting access to more powerful infusions makes up for it (something Artificers already had)?</li> <li data-xf-list-type="ul">Getting access to level 3 spells through Spell Storing Item is huge. At a glance, amazing options will be Haste and Fly (all Artificers), Fireball (Artillerists), Hypnotic Pattern and Lighting Bolt (Armorer), and Conjure Barrage (Battle Smiths). Revivify 10 times a day cast through your Homunculus would be great to have during a final fight. If the DM allows this to work with the Expanded Spell Lists from Dragonmarks and Ravnica Backgrounds (which they shouldn't), there's some truly OP stuff you can do (Conjure Animals, Spirit Guardians).</li> <li data-xf-list-type="ul">They got rid of the +6 bonus to all saving throws Artificers got at level 20. Why!?!? That was an amazing capstone.</li> <li data-xf-list-type="ul">They need to abandon this random alchemy table nonsense. This is their opportunity to completely revolutionize how the subclass functions and everyone hates how it currently works. They should just start from scratch, maybe building off of the Replicate Magic Item system. Give Alchemists a set of potions they can replicate, and let them expand spell slots of higher levels to create higher level potions (level one for uncommon, level 3 for rare, level 5 for very rare?).</li> <li data-xf-list-type="ul">Dreadnaughts are cool. It's not the way I would have implemented the Artificer Mech option, but it's still cool.</li> <li data-xf-list-type="ul">They need to clarify if you can dual wield Thunder Gauntlets.</li> <li data-xf-list-type="ul">The nerf of Sharpshooter has severely impacted how much Lightning Launcher can do now.</li> <li data-xf-list-type="ul">Why did they nerf Armor Modifications!?!? That was their best ability!</li> <li data-xf-list-type="ul">Being able to choose which option of Eldritch Cannon that you want to use every turn is great.</li> <li data-xf-list-type="ul">You can't detonate your eldritch cannons unless they're reduced to 0 HP first? Weird change.</li> <li data-xf-list-type="ul">I've always been confused by the "two legs or four" restriction on Steel Defenders. RAW, can your Steel Defenders not be a Snake or Ant? It's a weird specification. They could just specify "you can choose what it looks like." I don't see why it matters if it has 1 leg or 20.</li> <li data-xf-list-type="ul">The Steel Defender does 2 more damage per attack. Cool. But by higher levels, in my experience, Steel Defenders mainly become a way to activate Spell Storing Item. Maybe they need Extra Attack at level 11 or something.</li> </ul></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 9536987, member: 7023887"] The original Artificer class playtest from 2017 had the Wondrous Invention feature, where they created permanent magic items, getting more options and amounts of magic items at higher levels. They moved away from Artificers making permanent magic items towards the Infusion system for the Eberron Artificer UA. Now, nearly 8 years later, they are moving back to Artificers creating permanent magic items with the 2024 Replicate Magic Item feature. In fact, all of the magic items that 2017 Artificers could make at level 2 are on the list of items 2024 Artificers can make at level 2, except driftglobes. It seems a bit like reinventing the wheel that they abandoned nearly 8 years ago. I just thought that was interesting. Additional thoughts: [LIST] [*]When Wizards got the "Cantrip Formulas" optional feature in Tasha's, which allowed for you to switch out a cantrip on a long rest, I remember saying that it made way more sense as an Artificer feature than as a Wizard one. I might have even put that in the feedback for the Optional Class Features UA. It's interesting that they are now allowing Artificers to do that now. [*]Magical Tinkering is weird now. I can't say it got much use in my campaign, our Artificer mostly used it to take pictures of things every now and then. This is just a different, less useful feature under the same name. The items only lasting for an hour is definitely a problem (especially for bedrolls and vials) [*]Not being able to use infused magic items as spellcasting foci is a huge issue. Before Battle Smiths could use their magic weapons/shields. Now they can't. Is every Battle Smith expected to have an empty hand for their tools so they can cast their spells now? [*]Why is the maximum amount of Plans Known 8, instead of 12 (the maximum for Eberron/Tasha's Artificers at level 18)? They decreased the versatility of Artificers and now high level artificers only known 2 extra plans, but have the same amount of "infusions." [*]Why make a big deal of you "just making magic items" now in the video, if they basically just function like Infusions? They still lose their magic when you die, you still have a limited amount of them, you still have more plans than you have infusions, they're still created the same way. This is just infusions under a different name, but slightly worse. [*]Right Tool for the Job is going to be really annoying if the Artificer is making something that takes more than an hour. Before if they were making Plate Armor their free Smith's Tools lasted as long as they wanted to. Now you can only summon them for 1 hour intervals up to 5 times a day. [*]Flash of Genius is slightly better. Maybe they could make it so you don't expend a use if the new result doesn't succeed? [*]So, I'm not seeing anything about being able to make magic items faster or for less money. Did they just nerf the Magic Item Adept/Savant/Master features and pretend that getting access to more powerful infusions makes up for it (something Artificers already had)? [*]Getting access to level 3 spells through Spell Storing Item is huge. At a glance, amazing options will be Haste and Fly (all Artificers), Fireball (Artillerists), Hypnotic Pattern and Lighting Bolt (Armorer), and Conjure Barrage (Battle Smiths). Revivify 10 times a day cast through your Homunculus would be great to have during a final fight. If the DM allows this to work with the Expanded Spell Lists from Dragonmarks and Ravnica Backgrounds (which they shouldn't), there's some truly OP stuff you can do (Conjure Animals, Spirit Guardians). [*]They got rid of the +6 bonus to all saving throws Artificers got at level 20. Why!?!? That was an amazing capstone. [*]They need to abandon this random alchemy table nonsense. This is their opportunity to completely revolutionize how the subclass functions and everyone hates how it currently works. They should just start from scratch, maybe building off of the Replicate Magic Item system. Give Alchemists a set of potions they can replicate, and let them expand spell slots of higher levels to create higher level potions (level one for uncommon, level 3 for rare, level 5 for very rare?). [*]Dreadnaughts are cool. It's not the way I would have implemented the Artificer Mech option, but it's still cool. [*]They need to clarify if you can dual wield Thunder Gauntlets. [*]The nerf of Sharpshooter has severely impacted how much Lightning Launcher can do now. [*]Why did they nerf Armor Modifications!?!? That was their best ability! [*]Being able to choose which option of Eldritch Cannon that you want to use every turn is great. [*]You can't detonate your eldritch cannons unless they're reduced to 0 HP first? Weird change. [*]I've always been confused by the "two legs or four" restriction on Steel Defenders. RAW, can your Steel Defenders not be a Snake or Ant? It's a weird specification. They could just specify "you can choose what it looks like." I don't see why it matters if it has 1 leg or 20. [*]The Steel Defender does 2 more damage per attack. Cool. But by higher levels, in my experience, Steel Defenders mainly become a way to activate Spell Storing Item. Maybe they need Extra Attack at level 11 or something. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Releases Playtest for Updated Artificer
Top