I don't think anyone saw this coming!
Sure, but even if "mass-produced magic items" is essential to the setting, what does that really mean for players. It is not as though PCs were walking into the game head to toe in +5 magic gear, what the party had was still limited to work within the system. Magic trains and ancient races built by magi-tech doesn't have much impact mechanically on a 1st level adventuring party, and things that might are not impossible to tweak. Is this abundance of magic items necessarily linked to +X items, or is that just the system it was designed for. How many +X items can 5e handle with some rules tweaks?
Heck, keeping atunement in place, or tweaking it could go a long way to dealing with these issues. Obviously things like this will be a change but they need not lose the flavour of the original setting.
Anyways, somewhat off-topic, I see your point but also potential solutions.
Yeah it works great for Forgotten Realms, Golarion, or Matt Mercer's campaign, but sadly this does not appear to be an Artificer designed for Eberron.At last, this is a class that is much in need in my Forgotten Realms campaigns; I can see followers of Gond and societies like Lantan and Nimbral having predilection for multi-classing in this
.
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.Yeah it works great for Forgotten Realms, Golarion, or Matt Mercer's campaign, but sadly this does not appear to be an Artificer designed for Eberron.
Whats Eberron??Yeah it works great for Forgotten Realms, Golarion, or Matt Mercer's campaign, but sadly this does not appear to be an Artificer designed for Eberron.
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.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.
Apparently it is a setting that will be shoehorned into Forgotten Realms.Whats Eberron??
;-)
Doesn't gaining levels require "quests and effort"? I feel like you mean that crafting a magic item should require extra layer of narrative, on top of whatever the party is normally doing.
But if you're playing in a campaign with artificers, you've already decided "magic items aren't going to be so rare". Otherwise, why have artificers?
The classic use for artificers is in a setting like Eberron - where streetlamps are lit by apprentices with wands of light and wands of magic missile aren't an uncommon item. If you're not playing in a world like that then you shouldn't have artificers. And if you are playing in a world like that, then the artificer's powers seem reasonable (though I'd want to do some at-the-table play to be sure).
This clearly isn't a class that is meant for every setting.