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Making the UA Artificer a full caster
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<blockquote data-quote="Jester David" data-source="post: 7036443" data-attributes="member: 37579"><p>I doubt we're going to see more robust magic item creation rules beyond pages 128-129 in the DMG. </p><p></p><p>They're taking a route simmilar to 4e, where you pay components equal to the full price of the item and craft an established item. It worked then and works now. </p><p></p><p>That reasoning makes sense: crafting the exact item you want is already advantageous, crafting it cheaper than you could buy it with no other cost (feats, experience) is just too good. </p><p>Being able to mix-and-match and design an item is also too good. Because hard formulas just don't work. There's too many exceptions. You need to be limited to established items or ones created by (or with) the DM.</p><p>Plus, it removes selling magic items as a way to generate profit. Because running a business isn't as fun as adventuring. And downtime days shouldn't generate thousands of gp in profit. Otherwise, why adventure? You craft items to use, not sell.</p><p></p><p></p><p>I think it would work nicely as a half-caster. Artificers feel like they should have more magic.</p><p></p><p>But the reasoning of "we don't have checkbox X filled, so it should be that" doesn't sit right with me. We don't *need* a half arcane caster, you just need to multiclass a full caster with a non-caster.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7036443, member: 37579"] I doubt we're going to see more robust magic item creation rules beyond pages 128-129 in the DMG. They're taking a route simmilar to 4e, where you pay components equal to the full price of the item and craft an established item. It worked then and works now. That reasoning makes sense: crafting the exact item you want is already advantageous, crafting it cheaper than you could buy it with no other cost (feats, experience) is just too good. Being able to mix-and-match and design an item is also too good. Because hard formulas just don't work. There's too many exceptions. You need to be limited to established items or ones created by (or with) the DM. Plus, it removes selling magic items as a way to generate profit. Because running a business isn't as fun as adventuring. And downtime days shouldn't generate thousands of gp in profit. Otherwise, why adventure? You craft items to use, not sell. I think it would work nicely as a half-caster. Artificers feel like they should have more magic. But the reasoning of "we don't have checkbox X filled, so it should be that" doesn't sit right with me. We don't *need* a half arcane caster, you just need to multiclass a full caster with a non-caster. [/QUOTE]
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Making the UA Artificer a full caster
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