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Effective Gnome Artificer?
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<blockquote data-quote="Conaill" data-source="post: 1108719" data-attributes="member: 1264"><p>Modern firearms, hm? Now *that* could be overpowered. I'm not sure how well standard D&D can deal with guns. If you really want to do this, I believe d20 Modern has firearms rules.</p><p></p><p>I would probably advise against this, because it seems so out of balance with the rest of the Artificer powers. Keep in mind that the beginning artificer device powers are essentially 0th and 1st level spells. A 10d6 grenade launcher or even a 2d6 gun seem well outside of that power level. (but see below)</p><p></p><p>I'd have to look it up. That answer may have to wait until after the weekend...</p><p></p><p>Definitely! Check the 3.5 spell levels as well, because some may have changed. And you also may want to *remove* some of the odder ones in the list, such as mage hand or detect undead.</p><p></p><p>If you do add to the device list, here's your chance to include guns in a balanced way: invent a new "virtual" spell that acts as a bullet. Just make sure its damage output etc. is balanced with the spell level (there's a table somewhere with guidelines on what arcane and divine spells of various levels can be capable of, but I can't find it right now). </p><p></p><p>Keep in mind there's also an errata clarifying that the Artificer can research new device powers, using the same mechanism as for researching new spells (which makes the 7th level "prototype" ability rather pointless!)</p></blockquote><p></p>
[QUOTE="Conaill, post: 1108719, member: 1264"] Modern firearms, hm? Now *that* could be overpowered. I'm not sure how well standard D&D can deal with guns. If you really want to do this, I believe d20 Modern has firearms rules. I would probably advise against this, because it seems so out of balance with the rest of the Artificer powers. Keep in mind that the beginning artificer device powers are essentially 0th and 1st level spells. A 10d6 grenade launcher or even a 2d6 gun seem well outside of that power level. (but see below) I'd have to look it up. That answer may have to wait until after the weekend... Definitely! Check the 3.5 spell levels as well, because some may have changed. And you also may want to *remove* some of the odder ones in the list, such as mage hand or detect undead. If you do add to the device list, here's your chance to include guns in a balanced way: invent a new "virtual" spell that acts as a bullet. Just make sure its damage output etc. is balanced with the spell level (there's a table somewhere with guidelines on what arcane and divine spells of various levels can be capable of, but I can't find it right now). Keep in mind there's also an errata clarifying that the Artificer can research new device powers, using the same mechanism as for researching new spells (which makes the 7th level "prototype" ability rather pointless!) [/QUOTE]
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Effective Gnome Artificer?
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