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Eberron 5e - What do we want?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 6891428" data-attributes="member: 6802951"><p>The Artificer's schtick that they have had in both editions has always been their ability to <em>temporarily</em> infuse magical properties into items. </p><p></p><p> Because it means that the class loses out a lot in games where those optional rules aren't being used. </p><p>Its better for the class to not rely on optional rules because then its fully playable whether the DM is using those rules or not. Any class interaction with those optional rules should be "ribbon" (ie of minor/flavour impact). </p><p>The bonus an Artificer gets to magic item crafting shouldn't be of the magnitude that the class is too powerful if the game includes magic item crafting or too weak if the game doesn't.</p><p></p><p> The Artificer concept gets tricky because that changed a bit over 3.5 and 4e. 3.5 was a jack-of all trades that could handle traps like a rogue, could fight fairly well, and apply buffs to other party members. Healing non-constructs relied on using magic items or burning XP in general. In 4e it was much more of a support character, with healing built right in as well as buffs and rather similar to the Bard indeed.</p><p></p><p>The fluff didn't change much: the Artificer as a class imbued temporary magical properties into items. How that was reflected in the game mechanics in terms of role and capabilities however did change.</p><p></p><p> Given magic item crafting can require long periods of downtime, which isn't always available to adventurers, you can easily support Eberron using magewrights as the primary item-makers. Eberron requires some method of creating magical items, but does not require automatic and easy access to player-character creation of adventuring-level magical items.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6891428, member: 6802951"] The Artificer's schtick that they have had in both editions has always been their ability to [I]temporarily[/I] infuse magical properties into items. Because it means that the class loses out a lot in games where those optional rules aren't being used. Its better for the class to not rely on optional rules because then its fully playable whether the DM is using those rules or not. Any class interaction with those optional rules should be "ribbon" (ie of minor/flavour impact). The bonus an Artificer gets to magic item crafting shouldn't be of the magnitude that the class is too powerful if the game includes magic item crafting or too weak if the game doesn't. The Artificer concept gets tricky because that changed a bit over 3.5 and 4e. 3.5 was a jack-of all trades that could handle traps like a rogue, could fight fairly well, and apply buffs to other party members. Healing non-constructs relied on using magic items or burning XP in general. In 4e it was much more of a support character, with healing built right in as well as buffs and rather similar to the Bard indeed. The fluff didn't change much: the Artificer as a class imbued temporary magical properties into items. How that was reflected in the game mechanics in terms of role and capabilities however did change. Given magic item crafting can require long periods of downtime, which isn't always available to adventurers, you can easily support Eberron using magewrights as the primary item-makers. Eberron requires some method of creating magical items, but does not require automatic and easy access to player-character creation of adventuring-level magical items. [/QUOTE]
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