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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="ArchfiendBobbie" data-source="post: 7706775" data-attributes="member: 6867728"><p>They were limited entirely by what the DM would allow them to have, but overall... it had a massive effect. Rapid travel across an entire continent was pretty common, as well as rapid travel to other continents. Flying without need of the fly spell was also common, to the point you had more options than you'd ever need. And that's not counting the fact that shops not only existed that sold magic items of all sorts, but that those shops were common.</p><p></p><p>Basically, your limitation on how much magic you had was how high a +X the DM was willing to go and how much money you had on hand. And that's before you started going into tombs of ancient civilizations that were even more magically advanced. That's why the artificer was designed to be able to make magic items. It simply made no sense, for the setting, to have the players limited in that area.</p><p></p><p>Now, keep in mind I'm not even discussing dragonmarks, eternal wands, or other items that were intended to stretch your magic even further. The setting was designed to hand out magic like it's candy, and even made it a point to include spell book options to reflect this.</p><p></p><p>So, at first level, should you be carrying around a +5 sword of Everything Slaying? No. But at the same time, there's no reason why you shouldn't have scrolls at the end of chargen. The artificer allowed for that.</p><p></p><p>That's why I'm not seeing this class as really matching the Eberron original. And I'm not seeing solutions that don't involve ignoring key elements of the setting.</p><p></p><p>And, yeah, this is off-topic. I mean, this is a good class. I would still play the 5E build. I just wouldn't play Eberron.</p></blockquote><p></p>
[QUOTE="ArchfiendBobbie, post: 7706775, member: 6867728"] They were limited entirely by what the DM would allow them to have, but overall... it had a massive effect. Rapid travel across an entire continent was pretty common, as well as rapid travel to other continents. Flying without need of the fly spell was also common, to the point you had more options than you'd ever need. And that's not counting the fact that shops not only existed that sold magic items of all sorts, but that those shops were common. Basically, your limitation on how much magic you had was how high a +X the DM was willing to go and how much money you had on hand. And that's before you started going into tombs of ancient civilizations that were even more magically advanced. That's why the artificer was designed to be able to make magic items. It simply made no sense, for the setting, to have the players limited in that area. Now, keep in mind I'm not even discussing dragonmarks, eternal wands, or other items that were intended to stretch your magic even further. The setting was designed to hand out magic like it's candy, and even made it a point to include spell book options to reflect this. So, at first level, should you be carrying around a +5 sword of Everything Slaying? No. But at the same time, there's no reason why you shouldn't have scrolls at the end of chargen. The artificer allowed for that. That's why I'm not seeing this class as really matching the Eberron original. And I'm not seeing solutions that don't involve ignoring key elements of the setting. And, yeah, this is off-topic. I mean, this is a good class. I would still play the 5E build. I just wouldn't play Eberron. [/QUOTE]
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