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Does the Artificer Suck?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8174215" data-attributes="member: 6802951"><p>So at 6th level they can swap out their enhanced weapon infusion for the radiant option. The power of blinding your opponent generally improves with the power of the opponents you face, so they may or may not want to swap back to enhanced weapon at level 10 for the +2 bonus.</p><p>Note also that there are quite a few weapon and armour infusions that offer benefits useful at all levels.</p><p></p><p> I think that all of those items are going to be useful, particularly on a situational basis when you get a pool of potential ones available for the next day, and get to swap one every level.</p><p>These are not like finding the item as treasure, whereupon you have that item all the time and get to use it when the right situation comes up.</p><p>An infusion replicating a Hat of Disguise is not just like having a Hat of Disguise for example. Its like having a Hat of Disguise that you can swap for Winged Boots or a Necklace of Adaptation overnight to fit with whatever your plans are for that day, and swap for anything else on that list when you level. The more situational the item, the more powerful the ability to produce it when required is compared to simply having the item.</p><p>These are class abilities. They are in addition, not instead of, whatever the party actually finds on adventures.</p><p></p><p> I think that being able to set their Int or Str to 19 is probably going to be useful to several members of most parties. I do not believe those items were never intended to be for characters that are based around those abilities.</p><p>If you're expecting that an artificer should be able to provide an item that removes the need for a character to invest in their primary ability score at low levels, then that strikes me as quite frankly, unrealistic.</p><p></p><p> Just to be clear, are you claiming that wotc's HC adventures have enough magic weapons that any character will have a magical version of their preferred weapon fairly soon after 5th level? Is this because they have so many that the characters can pick and choose, or because the DM is instructed to match a found weapon to the optimal chaoice for the characters?</p><p>It strikes me that even if, as you say, any wotc adventure is going to provide an enchanted hand crossbow for the fighter, they might still prefer to use one with the repeating shot infusion on it until the adventure provides the +2 hand crossbow.</p><p></p><p> It is exactly accomplishing that, unless every single weapon-using member of the party gets a magical version of their build's optimal weapon between one level and the next, and the party already have more than they can use of every other infusion that the artificer knows. </p><p>Remember that the artificer knows twice as many infusions as they actually have active, nd they can swap those around on a long rest.</p><p></p><p> Its more like wizard spells: They can daily change them in and out between a limited pool, and they can adjust that pool every level.</p><p></p><p> Really? You think that blinding an opponent or blasting them back, a thrown weapon returning to your hand, or ignoring half cover with your spell attacks as well as a +1 bonus is only as good as a +1 bonus?</p><p>You think that automatically passing a concentration check 4 times a day, or having an extra 3rd level spell slot, or being resistant to an element is of no use to a character once some members of their party have obtained +1 items?</p><p></p><p> </p><p>And I think that you're pretty out of order to attempt to claim that I have ever said +1 stuff qualified as monty haul. I would suggest you read the post that was a reply to and then decide whether to try to justify your claim, or simply apologise.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8174215, member: 6802951"] So at 6th level they can swap out their enhanced weapon infusion for the radiant option. The power of blinding your opponent generally improves with the power of the opponents you face, so they may or may not want to swap back to enhanced weapon at level 10 for the +2 bonus. Note also that there are quite a few weapon and armour infusions that offer benefits useful at all levels. I think that all of those items are going to be useful, particularly on a situational basis when you get a pool of potential ones available for the next day, and get to swap one every level. These are not like finding the item as treasure, whereupon you have that item all the time and get to use it when the right situation comes up. An infusion replicating a Hat of Disguise is not just like having a Hat of Disguise for example. Its like having a Hat of Disguise that you can swap for Winged Boots or a Necklace of Adaptation overnight to fit with whatever your plans are for that day, and swap for anything else on that list when you level. The more situational the item, the more powerful the ability to produce it when required is compared to simply having the item. These are class abilities. They are in addition, not instead of, whatever the party actually finds on adventures. I think that being able to set their Int or Str to 19 is probably going to be useful to several members of most parties. I do not believe those items were never intended to be for characters that are based around those abilities. If you're expecting that an artificer should be able to provide an item that removes the need for a character to invest in their primary ability score at low levels, then that strikes me as quite frankly, unrealistic. Just to be clear, are you claiming that wotc's HC adventures have enough magic weapons that any character will have a magical version of their preferred weapon fairly soon after 5th level? Is this because they have so many that the characters can pick and choose, or because the DM is instructed to match a found weapon to the optimal chaoice for the characters? It strikes me that even if, as you say, any wotc adventure is going to provide an enchanted hand crossbow for the fighter, they might still prefer to use one with the repeating shot infusion on it until the adventure provides the +2 hand crossbow. It is exactly accomplishing that, unless every single weapon-using member of the party gets a magical version of their build's optimal weapon between one level and the next, and the party already have more than they can use of every other infusion that the artificer knows. Remember that the artificer knows twice as many infusions as they actually have active, nd they can swap those around on a long rest. Its more like wizard spells: They can daily change them in and out between a limited pool, and they can adjust that pool every level. Really? You think that blinding an opponent or blasting them back, a thrown weapon returning to your hand, or ignoring half cover with your spell attacks as well as a +1 bonus is only as good as a +1 bonus? You think that automatically passing a concentration check 4 times a day, or having an extra 3rd level spell slot, or being resistant to an element is of no use to a character once some members of their party have obtained +1 items? And I think that you're pretty out of order to attempt to claim that I have ever said +1 stuff qualified as monty haul. I would suggest you read the post that was a reply to and then decide whether to try to justify your claim, or simply apologise. [/QUOTE]
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