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Dragon 365 - Artificer

Overall, I dig it. My one real worry is the Rod of Deadly Casting. Exploding 10s, even on crit damage, could get too ugly too fast.

It compares with a Vorpal Sword, but that is ONLY a level 30 +6 enhancement item, the exploding isn't available at lower level. But it also applies to any die rolled with that weapon, not just on a critical.

I'm not sure about exploding dice at lower levels. It's very "swingy" and I thought 4th Ed was about removing those sort of factors. That make it hard to balance an encounter.
 

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It compares with a Vorpal Sword, but that is ONLY a level 30 +6 enhancement item, the exploding isn't available at lower level. But it also applies to any die rolled with that weapon, not just on a critical.

I'm not sure about exploding dice at lower levels. It's very "swingy" and I thought 4th Ed was about removing those sort of factors. That make it hard to balance an encounter.

I don't see an exploding d10 or two being all that significant at lower levels; crits don't come often and the chance of significant extra damage from explosions isn't really that high. Now, in the low epic levels, I can see a +4 Exploding Die Sword on a character with Heavy Blade Mastery doing some serious damage. But that's epic levels, and i think I'm OK with that. It's a 5th+ level magic item, so you always need to say, well, do i want the +1 sword that rolls and exploding d10 on a crit, or do i want the +2 sword that does 2d6 on a crit and is only one level higher?
 

The artificer appears to have a bit of Controller going on. I've only skimmed the article, but my initial impression is that the artificer might step on the wizard's toes a bit.
No more than the Paladin stepping on the cleric's toes. Compared to the wizard, the artificer has fewer abilities that do less damage to several opponents.

The real difference between the Wizard and the Artificer's area effect abilities are: Allies in the area get a mechanica benefit.
 

Best artificer right now is probably a Warforged, since they have a racial paragon path for the Leader role. Any other race needs to take a multiclass feat to steal a paragon path from another class. Humans especially, as they only get their extra at-will power if they take all 4 multiclass feats and the multiclass option for another class. (Wizard and warlock are both attractive, depending on if the human took Con or Int as his stat bump)
 

Although I have only just skimmed the article, there are two things I see about the artificer that worry me:

:1: The artificer may be just a bit too good. Power creep always happens in any game where things are added over time, because the bar of "ooh, shiny" is always being raised; however, I was hoping WotC would keep things in check a bit longer.

:2: The artificer appears to have a bit of Controller going on. I've only skimmed the article, but my initial impression is that the artificer might step on the wizard's toes a bit.

I'd like to read other's thoughts on these points.
These sorts of concerns are precisely the reasons you should give 'em a quick playtest, then send your concerns off to dndinsider@wizards.com.

By providing the feedback WotC is asking for, we are the best possible defense against power creep; we've got a chance to improve things, here!
 

:2: The artificer appears to have a bit of Controller going on. I've only skimmed the article, but my initial impression is that the artificer might step on the wizard's toes a bit.

I'd like to read other's thoughts on these points.

Remember, there are already two leaders (now three), 3 strikers, and 2 defenders (now three counting swordmage), but only one controller.

The Wizard, being the only Controller currently available, has substantially more 'leg room' then the other classes, so I don't think toe-stepping is really an issue. It's more likely for a party to not have a controller, so it's okay if some of the other roles can do controllery-things, just in case you dont have a Wizard.
 

Artificers under the Powers system already can spam Daily-sized attacks all through the adventure, just like every other class can; all they do is rest between fights.
I'm not sure I follow you here. Are you saying they can spam Dailies each encounter if they spend a day resting between each? Given the absence of Rope Trick or easy Teleport, the feasibility of stopping for 18 hours after each fight is much less than it was for 3.5, and the limited role of Daily powers vis-a-vis 3.5 spells makes it that much less enticing.
Which is, I should add, the exact same thing they'd have to do if they actually crafted and used the devices. Honestly, balance wise, there'd be little to no change there.
What I'm taking away from this is that you don't believe there's any problem in PCs prebuffing their capacity, and therefore the entire Powers framework is irrelevant and should be scrapped in favor of mechanics that allow an Artificer to spend time out of combat to improve their capability in combat. The only question is how much they should be able to prebuff themselves. Is this a correct reading?
 

I don't see an exploding d10 or two being all that significant at lower levels; crits don't come often and the chance of significant extra damage from explosions isn't really that high.

But that's kind of my point, at low levels it won't happen often but when it does it will can make a significant difference. The Crit not only does max damage, but the 2d10 for example explodes, so you end up doing significantly more damage at a low level that is "swingy" for want of a better word.

At high levels it isn't so much of an issue if it explodes as your base damage is going to be so much higher anyway. Which is why I think Vorpal on swords was limited to an Epic level item. This Rod is introduced at the Heroic Tier.
 


Is it me or does Reparation Apparatus combined with a Warforged Party members look a little strong? The only other item I can find in the PHB that does something similar is Symbol of Life but it does it's extra healing only as a daily, with the Reparation Apparatus it's a property so will effect every healing power a Cleric, Warlord or Artificer uses on a Warforged. It's a bit hard to judge since there are so few items to compare it against.

A Warforged Fighter could use them on themselves with Comeback Strike, and even arguably something like Boundless Endurance.

I suppose since anyone can use them (on a Warforged) with any healing power they are at least balanced among the classes, it just means Warforged are now much better at being healed than any other race. To me that makes them unbalanced.
 
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