The Mirrorball Man said:
I disagree. Being able to infuse objects, on the fly, with magical powers that everyone can use is a strong, unique ability, one which is much more distinctive than anything the Sorcerer can do.
You are free to disagree, but your reasons are all very vague and subjective. Without some indication of what you
actually mean
in play by these things, this is all just Argument Clinic-ing with soundbites and milquetoast catchphrases. Artificers don't need a pep talk to be a full class, they need a solid design grounding!
first, I dont see them casting "spells". They dont say words and wave their hands and poof magic. They only have material components to worry about and maybe they need to Touch something or inscribe something on an item to imbue it.
This so far is subclass-level stuff. Components are minor. If what they're doing is still producing the effect of "I cast
fireball," the fact that they put it into an item and someone else casts it later isn't enough to distinguish them from anyone else that casts fireball. It's not nothing, but it's not big enough to make them a different class, since they still mostly contribute via spell effects (and the class that mechanically contributes the most via spell effects is the wizard).
Weapon augmentation could add something to an existing item. When you first get this infusion it just give its +1 to hit and damage. Later you can add other effects to it as you level up.
How is this distinguished from spending higher-level slots on lower-level spells?
By picking your infusions you can create a bunch of different mechanics by mixing and matching.
Lets get specific. What do you mean by "a bunch of different mechanics." What does "mixing and matching" look like to you?
Make your weapons do energy damage, repel, any rider effect you can think of.
...y'know, I can see the seed of a pretty robust independent class system there. "Rider effects." Hmm...
You can make a wand more powerful by amplifying it with your infusions that are more like metamagics
Yeah, "metamagic item." This ability is also pretty minor (given that the wands you'll find in treasure holds are not an essential trait of your character).
Think of it as a tool kit, apply limitations to said toolkit to keep it balanced, unlock more variety as you level, scale as you level to keep infusions relevant.
Well, that's all just "don't break it." Yeah, don't break it.
I see it as almost like a super power creation system in a way but it has to go on an item and it takes more than an action. It takes minutes.
That would definitely be big enough. I think it might have a few other issues, but size would not be one of 'em!
During combat, maybe the player can do an action but it requires an ability check to see if your successful for an accelerated infusion.
This brings up something I'm thinking about unrelated to the size of the artificer's class abilities...how to keep the artificer's actions distinctly "artificer"-y. Item creation and infusion of spells is all well and good, but that's downtime/rest stuff, and they should still be making interesting round-to-round decisions.
Common item creation, potions wands and such are really just discounts and ease of access. Maybe they can create X number of these as a downtime ability or during a long rest they can make a few common items if they have the resources to do it. This is separate from the infusions.
Yeah, anything that depends on magic items from the DMG to function is going to be pretty minor, simply because magic items are not the defining element of a character that they were previously.
Some good foundations there! I am going to think especially more about your "rider effects" idea...it's true that there isn't a good way to replicate some of 3e's more interesting design ideas about item construction, and that could be lootable in certain ways for an artificer's class abilities.