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<blockquote data-quote="ruemere" data-source="post: 4916953" data-attributes="member: 5515"><p>Yes, constructs can be gamebreaking, however it's not that easy to gather funds for creation of a golem, and even less so to transport one.</p><p>It's also a matter of downtime needed - artificer needs time to do their job.</p><p></p><p>All is not lost, as there are quite a lot of pop-culture characters whose excel at creating weird items. They key to balance them would be to add limited resources (like power charges).</p><p></p><p>For example, Artificer could manufacture pocket iron golem grenade (i.e. poke-golem), however each use of such golem would require powering it with a few charges. Limiting these charges to certain amount per day and requiring some of them for maintaining of ongoing effects would probably solve this problem.</p><p></p><p>Savage Worlds introduce Mad Scientist type of character - the guy emulates magic effects with his devices, however he needs to spend them same amount of power points as wizard in order to use them. The drawback is that he needs time to manufacture them, the advantage is that he can store some charges and let others use them.</p><p></p><p>For example, Power Plate Armor which bestows enhanced strength as per Belt of Giant Strength. It requires one charge per day to function. For the convenience of d20 system, Artificer needs to spend an (pick appropriate level) slot per day to keep it functioning.</p><p></p><p>And so the Artificer would function like a Wizard, however, the more power he would invest into items, the fewer spells he would be able to cast.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 4916953, member: 5515"] Yes, constructs can be gamebreaking, however it's not that easy to gather funds for creation of a golem, and even less so to transport one. It's also a matter of downtime needed - artificer needs time to do their job. All is not lost, as there are quite a lot of pop-culture characters whose excel at creating weird items. They key to balance them would be to add limited resources (like power charges). For example, Artificer could manufacture pocket iron golem grenade (i.e. poke-golem), however each use of such golem would require powering it with a few charges. Limiting these charges to certain amount per day and requiring some of them for maintaining of ongoing effects would probably solve this problem. Savage Worlds introduce Mad Scientist type of character - the guy emulates magic effects with his devices, however he needs to spend them same amount of power points as wizard in order to use them. The drawback is that he needs time to manufacture them, the advantage is that he can store some charges and let others use them. For example, Power Plate Armor which bestows enhanced strength as per Belt of Giant Strength. It requires one charge per day to function. For the convenience of d20 system, Artificer needs to spend an (pick appropriate level) slot per day to keep it functioning. And so the Artificer would function like a Wizard, however, the more power he would invest into items, the fewer spells he would be able to cast. Regards, Ruemere [/QUOTE]
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