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Running Eberron in 5E
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<blockquote data-quote="Fralex" data-source="post: 6467342" data-attributes="member: 6785902"><p>About this class distinction issue, keep in mind what I <a href="http://www.enworld.org/forum/showthread.php?358825-Running-Eberron-in-5E/page12&p=6464446&viewfull=1#post6464446" target="_blank">said</a> about the difference between clerics and druids. Not all classes need be as distinctive as the sorcerer and wizard have become in 5e.</p><p></p><p></p><p></p><p>Oh, don't worry, I think my current design fits these goals. Here's how I approached item-crafting class features:</p><ul> <li data-xf-list-type="ul">The crafting process takes less time for artificers than other people, both for magic items and mundane. This helps keep downtime-focused class features slightly more viable.</li> <li data-xf-list-type="ul">Artificer infusions are simply a collection of spells centered around the concept of temporary enhancements to equipment. This includes the obvious, like <em>magic weapon</em> and <em>elemental weapon</em>, as well as things like the quick smite spells and ranged attack buffs paladins and rangers get. A couple new spells exclusive to the artificer were invented as well. More about those later.</li> <li data-xf-list-type="ul">In a manner similar to Channel Divinity, artificers get access to a couple very strong magic effects specifically designed to aid in the item creation process. They're tentatively called "Expert Infusions," and they all have a similar structure: Each one will have an ability that enables the player to permanently alter an object's properties in some all-purpose way that takes a lot of time. Each one will also have the option of being used to do a faster, but temporary, version of its permanent effect. You start with two Expert Infusions.</li> <li data-xf-list-type="ul">The first one, called Sustain Essence, is for turning an artificer spell into a magical property of an item. You can either choose to take the time to make it permanent, automatically refreshing itself each day if something dispels it; or long-lasting but temporary, multiplying its duration by 10. In both cases, the imbued spell will no longer require concentration, to make it independent from its caster.</li> <li data-xf-list-type="ul">The second one is called Retain Essence. It does what the class feature of the same name did: disenchant a magic item that you know how to craft. If you spend a full day with the item, you extract the magic as residuum, which can be used to pay the material cost of Sustain Essence. You get an amount of residuum worth half as much as the item it came from would cost to craft. It can also be used as just an action to temporarily disenchant a magic item with a successful Arcana check; even an item held by an enemy.</li> <li data-xf-list-type="ul">Artificers should gradually learn spells that enable them to give objects properties from the magic item details tables in the DMG. There's a cantrip for applying one minor property and a random quirk to any object. At higher levels you learn spells that mimic the artifact equivalent.</li> <li data-xf-list-type="ul"><em>Spell-storing item</em>, of course, is a 1st-level artificer spell that lets an artificer prepare an ordinary object to be a temporary scroll of any spell. This is similar to just casting a spell, but I think the difference between what an artificer does and what a wizard does is interesting enough: an artificer can gain access to <em>any</em> class's spells, but can't easily cast them in the middle of combat. Imbuing a spell into an item takes a full minute, putting a greater emphasis on good planning and foresight. Plus, it's cool.</li> </ul><p>Using these powers to make temporary and permanent magic items is distinct from casting a similar spell. An unbreakable rope is very different from a breakable rope owned by someone who knows how to fix it. <em>Mending</em> ain't gonna save you from falling to your death if you're hanging from a rope and the villain cuts it. A thunderous weapon has an effect identical to <em>thunderous smite</em>, but it's long-term. A paladin can make any of her attacks thunderous whenever she wants. An artificer can't, so if <em>thunderous smite</em> seems like a spell they'll want better access to, they spend time and resources to make a magic weapon out of it. There's more weight in the decisions, see?</p></blockquote><p></p>
[QUOTE="Fralex, post: 6467342, member: 6785902"] About this class distinction issue, keep in mind what I [URL="http://www.enworld.org/forum/showthread.php?358825-Running-Eberron-in-5E/page12&p=6464446&viewfull=1#post6464446"]said[/URL] about the difference between clerics and druids. Not all classes need be as distinctive as the sorcerer and wizard have become in 5e. Oh, don't worry, I think my current design fits these goals. Here's how I approached item-crafting class features: [LIST] [*]The crafting process takes less time for artificers than other people, both for magic items and mundane. This helps keep downtime-focused class features slightly more viable. [*]Artificer infusions are simply a collection of spells centered around the concept of temporary enhancements to equipment. This includes the obvious, like [I]magic weapon[/I] and [I]elemental weapon[/I], as well as things like the quick smite spells and ranged attack buffs paladins and rangers get. A couple new spells exclusive to the artificer were invented as well. More about those later. [*]In a manner similar to Channel Divinity, artificers get access to a couple very strong magic effects specifically designed to aid in the item creation process. They're tentatively called "Expert Infusions," and they all have a similar structure: Each one will have an ability that enables the player to permanently alter an object's properties in some all-purpose way that takes a lot of time. Each one will also have the option of being used to do a faster, but temporary, version of its permanent effect. You start with two Expert Infusions. [*]The first one, called Sustain Essence, is for turning an artificer spell into a magical property of an item. You can either choose to take the time to make it permanent, automatically refreshing itself each day if something dispels it; or long-lasting but temporary, multiplying its duration by 10. In both cases, the imbued spell will no longer require concentration, to make it independent from its caster. [*]The second one is called Retain Essence. It does what the class feature of the same name did: disenchant a magic item that you know how to craft. If you spend a full day with the item, you extract the magic as residuum, which can be used to pay the material cost of Sustain Essence. You get an amount of residuum worth half as much as the item it came from would cost to craft. It can also be used as just an action to temporarily disenchant a magic item with a successful Arcana check; even an item held by an enemy. [*]Artificers should gradually learn spells that enable them to give objects properties from the magic item details tables in the DMG. There's a cantrip for applying one minor property and a random quirk to any object. At higher levels you learn spells that mimic the artifact equivalent. [*][I]Spell-storing item[/I], of course, is a 1st-level artificer spell that lets an artificer prepare an ordinary object to be a temporary scroll of any spell. This is similar to just casting a spell, but I think the difference between what an artificer does and what a wizard does is interesting enough: an artificer can gain access to [I]any[/I] class's spells, but can't easily cast them in the middle of combat. Imbuing a spell into an item takes a full minute, putting a greater emphasis on good planning and foresight. Plus, it's cool. [/LIST] Using these powers to make temporary and permanent magic items is distinct from casting a similar spell. An unbreakable rope is very different from a breakable rope owned by someone who knows how to fix it. [I]Mending[/I] ain't gonna save you from falling to your death if you're hanging from a rope and the villain cuts it. A thunderous weapon has an effect identical to [I]thunderous smite[/I], but it's long-term. A paladin can make any of her attacks thunderous whenever she wants. An artificer can't, so if [I]thunderous smite[/I] seems like a spell they'll want better access to, they spend time and resources to make a magic weapon out of it. There's more weight in the decisions, see? [/QUOTE]
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