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*Dungeons & Dragons
Does the Artificer Suck?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8379419" data-attributes="member: 42856"><p>Especially when the quote is preceded by the important caveat that the advice is "in the rare group that has no spellcasters, no monk, and no NPCs able to cast Magic Weapon." In this peculiar situation, the Artificer would be the only spellcaster of the group, beating any cleric, ranger or paladin on the basis that those are not in the group. "If you know beforehand the lottery number, buying a ticket is a sure way to make a fortune" isn't an advice to lose your money on lottery in the general case.</p><p></p><p>It's the same with the mention of price. "If your campaign allows for trade of magic items, rarity can help set the price of them" doesn't mean it's standard to allow for trade of magic item. "If your campaign is set in a historical setting, playing with non-human races will be odd" wouldn't anything of the ability to play non-human in the default game. 5e downplayed the power of wizards and magic in general compared to 3.5 and they also made magic item somthing that isn't a tradable commodity. If one prefers the 3.5 style (as I do, because of Eberron, but I know it's no longer the standard), it's valid to have tradable magic item but it means that many things will have to change. Among them, the extreme difficulty to <em>sell</em> magic items: if it was so difficult that it takes weeks for an expert investigator to find a buyer for a mere potion of healing, the shops would have failed long ago (and House Jorasco would have collapsed). And in this setting, crafting magic item would be like crafting armours, an expert profession but nothing out of the ordinary. I already made a proposal to adapt the artificer in the context of a magic-rich setting where you can get over the counter +1 weapons (much like in 3.5): in such a setting I'd extend the ability of articers to craft quicker and at lower cost to any (not only common and uncommon at level 10) magic item based on the artificer's tier. Having a class feature that makes your four time as efficient to do something than other classes should mean a thing. In a setting were the DM has made magic item a regular thing that is traded like any other commodity, crafting using Xanatar's rule is a good fit. And make getting the ubiquitous +1 swords at 100 gp each instead of 400, making them available even more common and easy to get as soon the party starts gathering money.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8379419, member: 42856"] Especially when the quote is preceded by the important caveat that the advice is "in the rare group that has no spellcasters, no monk, and no NPCs able to cast Magic Weapon." In this peculiar situation, the Artificer would be the only spellcaster of the group, beating any cleric, ranger or paladin on the basis that those are not in the group. "If you know beforehand the lottery number, buying a ticket is a sure way to make a fortune" isn't an advice to lose your money on lottery in the general case. It's the same with the mention of price. "If your campaign allows for trade of magic items, rarity can help set the price of them" doesn't mean it's standard to allow for trade of magic item. "If your campaign is set in a historical setting, playing with non-human races will be odd" wouldn't anything of the ability to play non-human in the default game. 5e downplayed the power of wizards and magic in general compared to 3.5 and they also made magic item somthing that isn't a tradable commodity. If one prefers the 3.5 style (as I do, because of Eberron, but I know it's no longer the standard), it's valid to have tradable magic item but it means that many things will have to change. Among them, the extreme difficulty to [I]sell[/I] magic items: if it was so difficult that it takes weeks for an expert investigator to find a buyer for a mere potion of healing, the shops would have failed long ago (and House Jorasco would have collapsed). And in this setting, crafting magic item would be like crafting armours, an expert profession but nothing out of the ordinary. I already made a proposal to adapt the artificer in the context of a magic-rich setting where you can get over the counter +1 weapons (much like in 3.5): in such a setting I'd extend the ability of articers to craft quicker and at lower cost to any (not only common and uncommon at level 10) magic item based on the artificer's tier. Having a class feature that makes your four time as efficient to do something than other classes should mean a thing. In a setting were the DM has made magic item a regular thing that is traded like any other commodity, crafting using Xanatar's rule is a good fit. And make getting the ubiquitous +1 swords at 100 gp each instead of 400, making them available even more common and easy to get as soon the party starts gathering money. [/QUOTE]
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