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Second 5th Edition Survey! Plus Results of the First Survey: The Ranger Gets Some Attention!
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<blockquote data-quote="Remathilis" data-source="post: 7662596" data-attributes="member: 7635"><p>Looking at the 4e version (and forgive me if I read it wrong, I didn't play 4e long and never played an artificer at all) lets glean more insights. </p><p></p><p>Role: Leader. Like 3e before it, it was mostly interested in laying on buffs. Unlike 3e, they came in the form of temporary "infusions" of magic (read: buffs to an item, not the wielder) and making one-and-done magic items. (Real items still fell to the ritual). As a leader though, he was responisble for one other thing: healing. </p><p></p><p>Weapons Armor: Surprisingly, Light armor (leather/cloth) and simple weapons. Less up front than the 3e version due to lack of medium armor. </p><p></p><p> Skills: Arcana, four other choices (including perception/thievery). Trapfinder is very viable. </p><p></p><p>Class Features: Arcane Empowerment (grant a one-time temp bonus or recharge a spent daily item), Healing infusion (heal an ally or grant temp hp), Arcane Rejuvenation (grant temp hp when an ally uses a daily power), Ritual casting (utility spells, and what is needed for permanent item construction). </p><p></p><p>The features give the artificer two major functions: healing/temp hp and item restoration. Not yet sure how these would work in 5e. </p><p></p><p>Builds: Two in the EPG: Tinker (more spell-like powers) and battlesmith ( buffing/weapon attacks). This reflects the major areas an artificer goes: spell-leaning and buffing combatant. The wizard archetype reflects the first well, but fails utterly at the second. </p><p></p><p>Powers: I'm not doing a blow-by-blow, but powers fall into some basic catergories.</p><p>Imbued Weapons: Combining a weapon attack (melee or ranged) with an effect (typically a buff to allies).</p><p>Temp Items: Creating a one-shot want, brief magical attack, or some "spell-like" attack. This is the "fireball using a wand" powers. </p><p>Summons: Not legitimately, but making or imbuing an item with sentience to make a mini golem.</p><p>Conjures: You pull an item out of nowhere and and use it, only to have it disappear later. Create mundane items or brief magical effects.</p><p>Buffs: Enchanting an item to give it a plus or replicate a magic item property (vampiric, icy burst, etc)</p><p>Healing: More stuff to give hp, temp hp, or remove conditions.</p><p></p><p>So 4e brought in more "attack" spells via temp items and healing via infusions. Not sure how that stirs into the mix, but it seems wizard isn't the best way to capture the healing element of it.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7662596, member: 7635"] Looking at the 4e version (and forgive me if I read it wrong, I didn't play 4e long and never played an artificer at all) lets glean more insights. Role: Leader. Like 3e before it, it was mostly interested in laying on buffs. Unlike 3e, they came in the form of temporary "infusions" of magic (read: buffs to an item, not the wielder) and making one-and-done magic items. (Real items still fell to the ritual). As a leader though, he was responisble for one other thing: healing. Weapons Armor: Surprisingly, Light armor (leather/cloth) and simple weapons. Less up front than the 3e version due to lack of medium armor. Skills: Arcana, four other choices (including perception/thievery). Trapfinder is very viable. Class Features: Arcane Empowerment (grant a one-time temp bonus or recharge a spent daily item), Healing infusion (heal an ally or grant temp hp), Arcane Rejuvenation (grant temp hp when an ally uses a daily power), Ritual casting (utility spells, and what is needed for permanent item construction). The features give the artificer two major functions: healing/temp hp and item restoration. Not yet sure how these would work in 5e. Builds: Two in the EPG: Tinker (more spell-like powers) and battlesmith ( buffing/weapon attacks). This reflects the major areas an artificer goes: spell-leaning and buffing combatant. The wizard archetype reflects the first well, but fails utterly at the second. Powers: I'm not doing a blow-by-blow, but powers fall into some basic catergories. Imbued Weapons: Combining a weapon attack (melee or ranged) with an effect (typically a buff to allies). Temp Items: Creating a one-shot want, brief magical attack, or some "spell-like" attack. This is the "fireball using a wand" powers. Summons: Not legitimately, but making or imbuing an item with sentience to make a mini golem. Conjures: You pull an item out of nowhere and and use it, only to have it disappear later. Create mundane items or brief magical effects. Buffs: Enchanting an item to give it a plus or replicate a magic item property (vampiric, icy burst, etc) Healing: More stuff to give hp, temp hp, or remove conditions. So 4e brought in more "attack" spells via temp items and healing via infusions. Not sure how that stirs into the mix, but it seems wizard isn't the best way to capture the healing element of it. [/QUOTE]
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