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Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Saeviomagy" data-source="post: 7706737" data-attributes="member: 5890"><p>I would have preferred the magical items to be temporary things ie: "at the end of a long rest, you can create one of the following, it lasts for 24 hours or the end of your next short rest, whichever is sooner". Mainly to avoid the problems of class abilities which can be permanently transferred or lost.</p><p></p><p>I find it weird that the gunsmith gets a bag that creates ammo at a massive rate instead of simply saying that the boom stick has as much ammo as it needs. Does anyone expect to ever see over 60 rounds of shooting per day?</p><p></p><p>Compare with the alchemist's bag which has an unlimited supply of vials and assorted reagents, which disappear back into the bag if not used promptly.</p><p></p><p>I would much, much rather reverse those two: have the alchemical bag allow for some reduced quantity of items (preferably while accounting for glass vials, which seem odd to just conjure out of thin air) while the gun can just always shoot (eliminating the need for the ammo magazine entirely and allowing it to be flavored as a magical staff or the like).</p><p></p><p>Otherwise I quite like it as a standalone class.</p><p></p><p>As something intended for eberron however, it's still missing the mark. I suppose one could reflavour the alchemical bag or boomstick as magical wands and staves and it works. But that should probably be the base assumption, with the option to reflavour as alchemy and gunsmithing explained in a sidebar.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7706737, member: 5890"] I would have preferred the magical items to be temporary things ie: "at the end of a long rest, you can create one of the following, it lasts for 24 hours or the end of your next short rest, whichever is sooner". Mainly to avoid the problems of class abilities which can be permanently transferred or lost. I find it weird that the gunsmith gets a bag that creates ammo at a massive rate instead of simply saying that the boom stick has as much ammo as it needs. Does anyone expect to ever see over 60 rounds of shooting per day? Compare with the alchemist's bag which has an unlimited supply of vials and assorted reagents, which disappear back into the bag if not used promptly. I would much, much rather reverse those two: have the alchemical bag allow for some reduced quantity of items (preferably while accounting for glass vials, which seem odd to just conjure out of thin air) while the gun can just always shoot (eliminating the need for the ammo magazine entirely and allowing it to be flavored as a magical staff or the like). Otherwise I quite like it as a standalone class. As something intended for eberron however, it's still missing the mark. I suppose one could reflavour the alchemical bag or boomstick as magical wands and staves and it works. But that should probably be the base assumption, with the option to reflavour as alchemy and gunsmithing explained in a sidebar. [/QUOTE]
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Unearthed Arcana Introduces The Artifcer
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