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Eberron: The Artificer in 4e...
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<blockquote data-quote="Remathilis" data-source="post: 4097974" data-attributes="member: 7635"><p>This is a brainstorming thread.</p><p></p><p>The 4e Eberron guide isn't coming out till 2009, although <em>Gleemax</em> DDI has promised us a "working" version of most Eberron specific material until its coming. </p><p></p><p>However, I'm concerned on how the artificer will work in 4e. Its too iconic in Eberron to just can it, but I'm not sure how it will be defined...</p><p></p><p>1.) Its power source is specifically described as "neither arcane nor divine" so that means it will need to be a new power source when it comes out.</p><p></p><p>2.) I'm not sure what "role" it fills, its not a defender (d6 hd, med bab) nor is it a striker (it has no direct combat abilities). It also really doesn't "control" anything either (no area spells cept blade barrier) so I guess its a leader. However, its not really a healer class either (unless your a warforged) but it does act as a buffer.</p><p></p><p>3.) Magic Item Creation is completely different. Artificers live on quick and easy magic item creation, and we know MIC is now a ritual, not a feat. And since there is apparently no limit on rituals, (whereas there is on feats in 3e) a wizard can take all the proper rituals and be effective elsewhere, making the artificer (initially) seem redundant.</p><p></p><p>4.) The rest of its abilities are similarly redundant. Anyone trained in "thievery" can disable traps, anyone trained in Arcana and sense magical auras. You don't need XP to make stuff, so craft reserve is useless. And we're wholly uncertain how Use Magic Device works (if it exists) in 4e.</p><p></p><p>5.) Lastly, there are infusions. Most of them either a.) affect constucts or b.) create temp magical items. In theory, both are viable, but the new "big three" being worked into the math as such seems like it can be limiting on the latter area. And since constructs don't appear to have Magic Resistance or DR, most normal spells and weapons seem to work just fine...</p><p></p><p>The artificer is a very viable concept, but I'm not sure if 4e leaves room for it. Anyone have any suggestions as to what a reconcepted artificer class might look like? (and if you work for WotC or your name is Keith Baker, feel free to chime right in). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 4097974, member: 7635"] This is a brainstorming thread. The 4e Eberron guide isn't coming out till 2009, although [I]Gleemax[/I] DDI has promised us a "working" version of most Eberron specific material until its coming. However, I'm concerned on how the artificer will work in 4e. Its too iconic in Eberron to just can it, but I'm not sure how it will be defined... 1.) Its power source is specifically described as "neither arcane nor divine" so that means it will need to be a new power source when it comes out. 2.) I'm not sure what "role" it fills, its not a defender (d6 hd, med bab) nor is it a striker (it has no direct combat abilities). It also really doesn't "control" anything either (no area spells cept blade barrier) so I guess its a leader. However, its not really a healer class either (unless your a warforged) but it does act as a buffer. 3.) Magic Item Creation is completely different. Artificers live on quick and easy magic item creation, and we know MIC is now a ritual, not a feat. And since there is apparently no limit on rituals, (whereas there is on feats in 3e) a wizard can take all the proper rituals and be effective elsewhere, making the artificer (initially) seem redundant. 4.) The rest of its abilities are similarly redundant. Anyone trained in "thievery" can disable traps, anyone trained in Arcana and sense magical auras. You don't need XP to make stuff, so craft reserve is useless. And we're wholly uncertain how Use Magic Device works (if it exists) in 4e. 5.) Lastly, there are infusions. Most of them either a.) affect constucts or b.) create temp magical items. In theory, both are viable, but the new "big three" being worked into the math as such seems like it can be limiting on the latter area. And since constructs don't appear to have Magic Resistance or DR, most normal spells and weapons seem to work just fine... The artificer is a very viable concept, but I'm not sure if 4e leaves room for it. Anyone have any suggestions as to what a reconcepted artificer class might look like? (and if you work for WotC or your name is Keith Baker, feel free to chime right in). ;) [/QUOTE]
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