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General Tabletop Discussion
*Pathfinder & Starfinder
Reviewing the Artificer
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<blockquote data-quote="Dan'L" data-source="post: 4355365" data-attributes="member: 68954"><p>Responding to several things, in no particular order:</p><p></p><p>- The implement/weapon/item toss juggling could be solved by allowing artificers to use a particular ranged weapon as an implement (perhaps a sling or handcrossbow, which have loading as a free action). This way, the power could use the Implement keyword, Special require the wielding of the ranged weapon implement, but not include a weapon proficiency bonus for the attack. Or, change the keyword to Weapon, but limit it to a specific set of Ranged weapons, as above, and allow the proficiency bonus.</p><p></p><p>- I think a big problem in this discussion lies in conceptualizing what an Artificer did in 3.x vs. what it can reasonably be expected to do in 4.0. Yes, the Artificer could be known to strike, control, etc.--much like the Wizard had a large variety of spells to draw on for many varied effects. But just like they focused the Wizard down to a blaster/controller, it seems they're wanting to focus on a particular interpretation of Artificer. The vision: Arcane Leader. Using the idea of an arcane power source, the more tinkerer aspects of the Artificer necessarily fall away. Of course, then I suppose the class is more "Infuser," or "Channeller" but....</p><p></p><p>-That said, I'd like to see a similar-themed Martial Controller -- a Trap Maker/Gadgeteer.</p><p></p><p>-I like the idea of short-rest Daily infusions to pass around the party.</p><p></p><p>-The proposed controller-esque At-Will seems a bit much for a "Leader" At-Will, when compared with the Wizard's <em>Force Orb</em> Encounter which has similar effect.</p><p></p><p>-I like the idea of infusing a weapon with a one-shot extra energy attack damage as an At-Will. It's reminiscent of <em>Commander's Strike,</em> where it helps an ally do extra damage.</p><p></p><p>I suppose that's about it for now</p><p></p><p>-Dan'L</p></blockquote><p></p>
[QUOTE="Dan'L, post: 4355365, member: 68954"] Responding to several things, in no particular order: - The implement/weapon/item toss juggling could be solved by allowing artificers to use a particular ranged weapon as an implement (perhaps a sling or handcrossbow, which have loading as a free action). This way, the power could use the Implement keyword, Special require the wielding of the ranged weapon implement, but not include a weapon proficiency bonus for the attack. Or, change the keyword to Weapon, but limit it to a specific set of Ranged weapons, as above, and allow the proficiency bonus. - I think a big problem in this discussion lies in conceptualizing what an Artificer did in 3.x vs. what it can reasonably be expected to do in 4.0. Yes, the Artificer could be known to strike, control, etc.--much like the Wizard had a large variety of spells to draw on for many varied effects. But just like they focused the Wizard down to a blaster/controller, it seems they're wanting to focus on a particular interpretation of Artificer. The vision: Arcane Leader. Using the idea of an arcane power source, the more tinkerer aspects of the Artificer necessarily fall away. Of course, then I suppose the class is more "Infuser," or "Channeller" but.... -That said, I'd like to see a similar-themed Martial Controller -- a Trap Maker/Gadgeteer. -I like the idea of short-rest Daily infusions to pass around the party. -The proposed controller-esque At-Will seems a bit much for a "Leader" At-Will, when compared with the Wizard's [I]Force Orb[/I] Encounter which has similar effect. -I like the idea of infusing a weapon with a one-shot extra energy attack damage as an At-Will. It's reminiscent of [I]Commander's Strike,[/I] where it helps an ally do extra damage. I suppose that's about it for now -Dan'L [/QUOTE]
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