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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="TwoSix" data-source="post: 7706681" data-attributes="member: 205"><p>Can't say as I agree. (Outside of agreeing that racial type subclasses would be great for this class.) Outside of the mechanical servant, most of the tech elements are imbedded in the subclasses. And you could easily have a more shamanistic subclass that makes the mechanical servant into a fey, for example. I could easily make an elven artificer that feels a lot like a ranger, for example, with only light reskinning. (Thunder Cannon becomes Arcane Bow, and the Mechanical Servant becomes a beast.) </p><p></p><p>We might disagree on this because of your preference for story elements being imbedded in the class, over my preference for viewing classes as holders of mechanics. Can't help you there, I'm afraid. Maybe there's a 12 step program. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Sure, but allowing conversion of levels into items is far less problematic than allowing conversion of gold, or XP, or time into items. Allowing other magic items to be turned into crafted items would just bring back 4e residuum. Fundamentally, you can't have an artificer with ANY magic item crafting abilities that isn't going to cut into the novelty factor of finding your own magic items. At least by limiting it to a small selection of items gained at only a few points in your adventuring career, you're still keeping the bulk of magic items interesting. This way, they're more like class features that you can hand me down when you get bored with them. </p><p></p><p></p><p>I really don't see this one. The artificer is a rogue, first and foremost. They do excellent damage which is lost without their presence. They CAN'T craft new items unless they're out gaining XP and levels. Their infusions last 8 hours, max. I agree that they don't need to make a ton of "artificing decisions" outside of where to deploy their few spell slots, but moving them away from being a full caster is pretty strong signal that was the designer's intent. </p><p></p><p></p><p></p><p>A minor ability that works in conjuction with their crafting ability to supprt both low and high item campaigns.</p><p></p><p></p><p></p><p>Beasts are the safest choice for any sort of shapechanging or companion ability, due to the predictability of their advancement and abilities. And you can describe them any way you want. So you could use a bear's stats, for example, and just describe them as a burly humanoid. I agree that if you really wanted to build a C-3PO you're out of luck, but that seems addressable via subclasses in the future.</p><p></p><p></p><p></p><p></p><p>More than anything, I appreciate the boldness, but I think there's a lot more clever design here than you may be giving them credit for.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7706681, member: 205"] Can't say as I agree. (Outside of agreeing that racial type subclasses would be great for this class.) Outside of the mechanical servant, most of the tech elements are imbedded in the subclasses. And you could easily have a more shamanistic subclass that makes the mechanical servant into a fey, for example. I could easily make an elven artificer that feels a lot like a ranger, for example, with only light reskinning. (Thunder Cannon becomes Arcane Bow, and the Mechanical Servant becomes a beast.) We might disagree on this because of your preference for story elements being imbedded in the class, over my preference for viewing classes as holders of mechanics. Can't help you there, I'm afraid. Maybe there's a 12 step program. :) Sure, but allowing conversion of levels into items is far less problematic than allowing conversion of gold, or XP, or time into items. Allowing other magic items to be turned into crafted items would just bring back 4e residuum. Fundamentally, you can't have an artificer with ANY magic item crafting abilities that isn't going to cut into the novelty factor of finding your own magic items. At least by limiting it to a small selection of items gained at only a few points in your adventuring career, you're still keeping the bulk of magic items interesting. This way, they're more like class features that you can hand me down when you get bored with them. I really don't see this one. The artificer is a rogue, first and foremost. They do excellent damage which is lost without their presence. They CAN'T craft new items unless they're out gaining XP and levels. Their infusions last 8 hours, max. I agree that they don't need to make a ton of "artificing decisions" outside of where to deploy their few spell slots, but moving them away from being a full caster is pretty strong signal that was the designer's intent. A minor ability that works in conjuction with their crafting ability to supprt both low and high item campaigns. Beasts are the safest choice for any sort of shapechanging or companion ability, due to the predictability of their advancement and abilities. And you can describe them any way you want. So you could use a bear's stats, for example, and just describe them as a burly humanoid. I agree that if you really wanted to build a C-3PO you're out of luck, but that seems addressable via subclasses in the future. More than anything, I appreciate the boldness, but I think there's a lot more clever design here than you may be giving them credit for. [/QUOTE]
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