I don't think anyone saw this coming!
The mechanical pet is really just the paladin's Steed spell, just permanent and non-summonable. It looks like it's meant to be a mount or a familiar, though it getting to make melee attacks does throw that under the bus.
If this gets scaling, then I want to be able to fortify my familiar by using a higher level spell slot to summon them.
Ehh. If there's any setting where guns could be shoehorned in easily, it's Eberron. Cannith needs something to do now that they can't sell warforged anymore. One of the great things about Eberron is that Keith built in setting-specific concepts that support the addition of pretty much any concept.Because people in Eberron did not wield guns; they wielded wands of magic missile and the like. I recall Keith Baker saying that guns were not a part of his vision for Eberron.
Indeed. Cannith could sell magical wands as per usual instead of these shoehorned guns.Ehh. If there's any setting where guns could be shoehorned in easily, it's Eberron. Cannith needs something to do now that they can't sell warforged anymore. One of the great things about Eberron is that Keith built in setting-specific concepts that support the addition of pretty much any concept.
Ehh. If there's any setting where guns could be shoehorned in easily, it's Eberron. Cannith needs something to do now that they can't sell warforged anymore. One of the great things about Eberron is that Keith built in setting-specific concepts that support the addition of pretty much any concept.
It's not Eberron specific, but I don't see why it wouldn't work for Eberron. The rules for magic item creation in Eberron would obviously have to be in their own separate rules system, not embedded in class mechanics. Same thing for dragonmarks.
In order to get magic item creation in Eberron anything close to how it was envisioned, we're going to have to do away with attunement. That means the mechanics of this artificer class will have to be reworked.
That's why it won't work for Eberron. The setting is too high-magic.
Seems easy enough without getting rid of attunement. Feats that give you extra attunement slots. Dragonmarks let you use certain items without having to be attuned. Dragonshard items allow items to be created without causing attunements. Certain combinations of items only take one attunement slot. (Like, you can attune up to 3 wands at once for only one attunement slot. Or maybe that's what a wand sheath does!)In order to get magic item creation in Eberron anything close to how it was envisioned, we're going to have to do away with attunement. That means the mechanics of this artificer class will have to be reworked.
That's why it won't work for Eberron. The setting is too high-magic.
I'm beginning to wonder if our upcoming Big Book of Crunch is actually going to specifically update important mechanics for the various settings, considering how much of the UAs seem dedicated towards that end. Perhaps we'll get a lot of mechanical options, and then a chapter dedicated to each of the main settings (outside of FR which already has SCAG, and Planescape which will probably get its own Manual of the Planes-type book) to update them and their particular peculiarities for 5e, with references to all the updated crunch from the rest of the book. That way we could get all these new classes, racial options for warforged, thri-kreen, kender (I heard you all groan there), and the like, and a small bestiary with setting-specific creatures like draconians. With WotC wanting to take the route of multi-purpose books, it would be a good idea to combine the common requests for more player options and for setting-specific stuff to be updated to 5e....
I have to admit - I've run Eberron games and I'm not seeing why attunement is a problem. What makes you think that attunement is a dealbreaker for Eberron?
Seems easy enough without getting rid of attunement. Feats that give you extra attunement slots. Dragonmarks let you use certain items without having to be attuned. Dragonshard items allow items to be created without causing attunements. Certain combinations of items only take one attunement slot. (Like, you can attune up to 3 wands at once for only one attunement slot. Or maybe that's what a wand sheath does!)