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*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Dualazi" data-source="post: 7708851" data-attributes="member: 6855537"><p>Confused on a couple things here, if you wouldn't mind:</p><p></p><p>You're not making reflex saves for the target of the alchemical fire, you're forcing them to make one. I can see some issues if this deviates from the rules as to how other people use it, but that can be chalked up to differences in skill or formula. Probably the most legit complaint, though, since I like rules to be internally consistent across the board.</p><p></p><p>Why are thunderstones a problem? If you want to kite things we already have repelling blast (which IIRC has no save) and ray of frost, to name a few. Plus, Con saves are the most consistently high on monsters, which also lessens the issue. I think this is the point, too, since deafening just isn't good enough to warrant taking when you have a limited choice in your arsenal.</p><p></p><p>The acid splash one is probably the most funny, though. You know who else can do this? Basically every caster in the game. If the defenders are letting a level 1 alchemist sit there and slowly bore a hole into the walls, then there's more problems here than class design. Lastly, the acid damage is maximized against objects, but otherwise unchanged. In terms of damaging walls, there's a litany of better options. So in summary, how is this actually a problem?</p><p></p><p></p><p></p><p></p><p>Or, or, they <em>did</em> read the player's handbook, and realized both of those are garbage replacements of the feature. Every option for familiars in the PHB is small, poor in combat, and has little/no ability to serve as a pack animal or form of locomotion, which the mechanical creature does. Animate objects is a 5th level spell (so the artificer can't actually ever learn it) and lasts 1 minute, requiring concentration to boot. </p><p></p><p>Basically I feel like a lot of these complaints are just as applicable to many of the other default options in the PHB, so I'm a little confused as to how they're so awful in your eyes.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7708851, member: 6855537"] Confused on a couple things here, if you wouldn't mind: You're not making reflex saves for the target of the alchemical fire, you're forcing them to make one. I can see some issues if this deviates from the rules as to how other people use it, but that can be chalked up to differences in skill or formula. Probably the most legit complaint, though, since I like rules to be internally consistent across the board. Why are thunderstones a problem? If you want to kite things we already have repelling blast (which IIRC has no save) and ray of frost, to name a few. Plus, Con saves are the most consistently high on monsters, which also lessens the issue. I think this is the point, too, since deafening just isn't good enough to warrant taking when you have a limited choice in your arsenal. The acid splash one is probably the most funny, though. You know who else can do this? Basically every caster in the game. If the defenders are letting a level 1 alchemist sit there and slowly bore a hole into the walls, then there's more problems here than class design. Lastly, the acid damage is maximized against objects, but otherwise unchanged. In terms of damaging walls, there's a litany of better options. So in summary, how is this actually a problem? Or, or, they [I]did[/I] read the player's handbook, and realized both of those are garbage replacements of the feature. Every option for familiars in the PHB is small, poor in combat, and has little/no ability to serve as a pack animal or form of locomotion, which the mechanical creature does. Animate objects is a 5th level spell (so the artificer can't actually ever learn it) and lasts 1 minute, requiring concentration to boot. Basically I feel like a lot of these complaints are just as applicable to many of the other default options in the PHB, so I'm a little confused as to how they're so awful in your eyes. [/QUOTE]
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