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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Chaosmancer" data-source="post: 7706885" data-attributes="member: 6801228"><p>IF we’re just looking Gunsmith vs Ranged rogue we’ve got 2 different possibilities at let’s say lv 6 (it’s a good level)</p><p></p><p>Gunsmith uses Thunder Monger, 4d6+mod on a hit, bonus action reload</p><p></p><p>The Rogue uses either a shortbow (common choice) or if they are more optimized for ranged combat a light crossbow, Shortbow is 4d6+mod, Crossbow is 1d8+3d6+mod. And their bonus action can be used to hide or move to a better position</p><p></p><p>Now the Artificer pet is potentially very powerful, a CR 2 creature is nothing to sneeze at, but the magic items are of varying importance. Getting a bag of holding at level 1 isn’t going to alter the game terribly much in my experience. Also, as written, the pet is incredibly hard to heal and could go down very quickly. I’m also not seeing “crazy utility” they get 4 1st level spells by this point. Probably cure, disguise self, shield of faith, and something else. </p><p></p><p>What does the rogue get? Expertise in four different skills can be very powerful, giving the rogue a lot of utility. Bonus action hide (for advantage on those ranged attacks), dash (for getting into position), or disengage (for getting away from the melee guys who caught you) is very powerful as well, keeping the rogue as one of the most active battlefield participants as they generally have what amounts to 2 actions on their turn. </p><p></p><p>And then the big one, Uncanny dodge. I’ve got a party right now with 3 different rogues. Let me assure you, unless I have multiple attacks hit the rogue, uncanny dodge is ½ all damage and it shows. It is certainly a contender for one of the most powerful abilities in the game the more I see it in action. </p><p></p><p>Artificers are strong, but they don’t put the rogue to shame. You gunsmith shoots a guy and then just stands there in the back line, the rogue moves in, shoots the guy, and then hides behind some rubble where he can’t be targeted next turn.</p><p></p><p>7th level makes it worse, because Evasion is another incredibly powerful ability. When the Artificer and his robo-ape get fireballed, they are both likely to fail and even if they don’t they take signifignat damage. The rogue is likely to succeed and takes no damage at all. </p><p></p><p>What this translates into is staying power. A rogue at 7th level actually loves fighting things that shoot of dex-based aoes, because he can be practically immune to the damage. While your artificer is going to be burnt to a crisp. </p><p></p><p>And a final point on this section, remember, we’re only talking base rogue at this point. Assassins and Arcane Tricksters begin altering all these calculations. Arcane Tricksters cancel out the spellcasting advantage of the Artificer and gets cantrips. Assassin can drastically alter the tide of combat if they can get surprise, by sometimes one-shotting an enemy leader. </p><p></p><p></p><p></p><p>I could see scaling the pet back, mostly because no one seems to really want a Large construct pet and would prefer a small clockwork familiar instead, but I can’t really get behind your other points. Everything I’m seeing puts the artificer a little behind the curve, not way ahead, so I don’t think it needs nerfed almost at all. </p><p></p><p></p><p></p><p>I’ll agree the alchemist AOE is very nice, but by 7th level it is a 3d6 attack on a guy and anyone standing next to him. Not immense damage, and not a big AOE. Plus as a dex-save I’ve found you could be much less likely to hit anything, as Save DCs tend to be low and on a save, that attack fails to do any damage. </p><p></p><p>Powerful, but not OMG powerful I think. Same with the magic items, by 7th level you could have a bag of holding and an Alchemical Jar…. So you can carry a lot of stuff and get free poison, or fresh water? It’s not going to drastically shift the balance of power in most games. </p><p></p><p>So, The robot could be concerning, but the rest of it seems rather standard. I think in actual play you’d be surprised to find this guy doesn’t end up overshadowing anybody and can be overshadowed when daily abilities (which artificers seem to completely lack) are popped by the other players.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7706885, member: 6801228"] IF we’re just looking Gunsmith vs Ranged rogue we’ve got 2 different possibilities at let’s say lv 6 (it’s a good level) Gunsmith uses Thunder Monger, 4d6+mod on a hit, bonus action reload The Rogue uses either a shortbow (common choice) or if they are more optimized for ranged combat a light crossbow, Shortbow is 4d6+mod, Crossbow is 1d8+3d6+mod. And their bonus action can be used to hide or move to a better position Now the Artificer pet is potentially very powerful, a CR 2 creature is nothing to sneeze at, but the magic items are of varying importance. Getting a bag of holding at level 1 isn’t going to alter the game terribly much in my experience. Also, as written, the pet is incredibly hard to heal and could go down very quickly. I’m also not seeing “crazy utility” they get 4 1st level spells by this point. Probably cure, disguise self, shield of faith, and something else. What does the rogue get? Expertise in four different skills can be very powerful, giving the rogue a lot of utility. Bonus action hide (for advantage on those ranged attacks), dash (for getting into position), or disengage (for getting away from the melee guys who caught you) is very powerful as well, keeping the rogue as one of the most active battlefield participants as they generally have what amounts to 2 actions on their turn. And then the big one, Uncanny dodge. I’ve got a party right now with 3 different rogues. Let me assure you, unless I have multiple attacks hit the rogue, uncanny dodge is ½ all damage and it shows. It is certainly a contender for one of the most powerful abilities in the game the more I see it in action. Artificers are strong, but they don’t put the rogue to shame. You gunsmith shoots a guy and then just stands there in the back line, the rogue moves in, shoots the guy, and then hides behind some rubble where he can’t be targeted next turn. 7th level makes it worse, because Evasion is another incredibly powerful ability. When the Artificer and his robo-ape get fireballed, they are both likely to fail and even if they don’t they take signifignat damage. The rogue is likely to succeed and takes no damage at all. What this translates into is staying power. A rogue at 7th level actually loves fighting things that shoot of dex-based aoes, because he can be practically immune to the damage. While your artificer is going to be burnt to a crisp. And a final point on this section, remember, we’re only talking base rogue at this point. Assassins and Arcane Tricksters begin altering all these calculations. Arcane Tricksters cancel out the spellcasting advantage of the Artificer and gets cantrips. Assassin can drastically alter the tide of combat if they can get surprise, by sometimes one-shotting an enemy leader. I could see scaling the pet back, mostly because no one seems to really want a Large construct pet and would prefer a small clockwork familiar instead, but I can’t really get behind your other points. Everything I’m seeing puts the artificer a little behind the curve, not way ahead, so I don’t think it needs nerfed almost at all. I’ll agree the alchemist AOE is very nice, but by 7th level it is a 3d6 attack on a guy and anyone standing next to him. Not immense damage, and not a big AOE. Plus as a dex-save I’ve found you could be much less likely to hit anything, as Save DCs tend to be low and on a save, that attack fails to do any damage. Powerful, but not OMG powerful I think. Same with the magic items, by 7th level you could have a bag of holding and an Alchemical Jar…. So you can carry a lot of stuff and get free poison, or fresh water? It’s not going to drastically shift the balance of power in most games. So, The robot could be concerning, but the rest of it seems rather standard. I think in actual play you’d be surprised to find this guy doesn’t end up overshadowing anybody and can be overshadowed when daily abilities (which artificers seem to completely lack) are popped by the other players. [/QUOTE]
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