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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="MasterJeedai" data-source="post: 7706904" data-attributes="member: 6872024"><p>So here are my thoughts. Sorry it turn out to be a little long.</p><p></p><p>I love that artificer has its own class. Artificer and craftsman are stable of fantasy that really gives any setting extra depth. That said the flavor of this class rubbed me the wrong way. I find it to really narrowing and limiting on what an artificer is by making only magical tech instead of being more encompassing (elves artificer infuse and grow planets, dwarves crave stone, orcs use bone, etc.). I understand that it is UA so the favor isn’t set and a DM can reflovor it but I feel like they are testing the direction they want to go with the main D&D setting. I love how D&D has handled fire arms and tech based things as niche items used only very few people but made up for in general by magic. When fire arms and tech are treated like this it makes fun for rp and lets players feel special and powerful with out ruining the sword and sorcery feel of the setting. I just don’t want the main D&D settings to turn into steampunk/renaissance fantasy or hybrid fantasy like Warhammer or World of Warcraft, where every dwarf carries a boom stick. I don’t mind FR’s and other D&D setting progressing but I want it to be more uniquely magically based and not tech-magic based. I would love to have a new setting that is that hybrid style.</p><p> </p><p>I was really impressed by some the design aspects of the base class as it fits the feels of an artificer as an infuser of magic to create or make things but this lacks synergy with feel and play the subclasses. Infuse Magic ability is amazing; it fits the class perfectly and works well game play wise. Wondrous Item needs some tweaking and away to repair (especially for things like robe of useful items)/replace or maybe upgrade items. As a DM I am ok with Superior Attunement but I would feel the need let player know in a low magic setting that they might not use it. Soul of Artifice seems a little strong but also dependant outside factors. I kind like this as it will scale with magic level of the campaign. If there are a lot magic items in the campaign then it gives a higher boost and in a really low level magic campaign it may only get +2 or using its own craft items. </p><p></p><p>I think they are missing a few key abilities. A core concept of there case is infusing magic into things with magic to animate them. I would like see them get animate object as a class feature. Maybe cast as ritual and/or letting them use as an infusion (shove stone in object and animate it). There should also really be away for them to learn to make golems. “Use magical device” is another one the core concept of there class and lets them use magical items with out class/race restrictions (maybe at a high level as to not tread on the thief).</p></blockquote><p></p>
[QUOTE="MasterJeedai, post: 7706904, member: 6872024"] So here are my thoughts. Sorry it turn out to be a little long. I love that artificer has its own class. Artificer and craftsman are stable of fantasy that really gives any setting extra depth. That said the flavor of this class rubbed me the wrong way. I find it to really narrowing and limiting on what an artificer is by making only magical tech instead of being more encompassing (elves artificer infuse and grow planets, dwarves crave stone, orcs use bone, etc.). I understand that it is UA so the favor isn’t set and a DM can reflovor it but I feel like they are testing the direction they want to go with the main D&D setting. I love how D&D has handled fire arms and tech based things as niche items used only very few people but made up for in general by magic. When fire arms and tech are treated like this it makes fun for rp and lets players feel special and powerful with out ruining the sword and sorcery feel of the setting. I just don’t want the main D&D settings to turn into steampunk/renaissance fantasy or hybrid fantasy like Warhammer or World of Warcraft, where every dwarf carries a boom stick. I don’t mind FR’s and other D&D setting progressing but I want it to be more uniquely magically based and not tech-magic based. I would love to have a new setting that is that hybrid style. I was really impressed by some the design aspects of the base class as it fits the feels of an artificer as an infuser of magic to create or make things but this lacks synergy with feel and play the subclasses. Infuse Magic ability is amazing; it fits the class perfectly and works well game play wise. Wondrous Item needs some tweaking and away to repair (especially for things like robe of useful items)/replace or maybe upgrade items. As a DM I am ok with Superior Attunement but I would feel the need let player know in a low magic setting that they might not use it. Soul of Artifice seems a little strong but also dependant outside factors. I kind like this as it will scale with magic level of the campaign. If there are a lot magic items in the campaign then it gives a higher boost and in a really low level magic campaign it may only get +2 or using its own craft items. I think they are missing a few key abilities. A core concept of there case is infusing magic into things with magic to animate them. I would like see them get animate object as a class feature. Maybe cast as ritual and/or letting them use as an infusion (shove stone in object and animate it). There should also really be away for them to learn to make golems. “Use magical device” is another one the core concept of there class and lets them use magical items with out class/race restrictions (maybe at a high level as to not tread on the thief). [/QUOTE]
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