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General Tabletop Discussion
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What single new class would you like to see?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 6871716" data-attributes="member: 6802951"><p>The actual permanent magical item creation for Artificer could work similar to the UA Wizard subclass. - in terms of DMG style magic items. </p><p></p><p>If you're talking gadgets like a Tinkerer/inventor class might have, you could do something similar to the Warlock: pick specific gadgets like invocations that you bring along with you that have the ability to perform specific effects. When you level up, or in downtime, you can invent new things (swap the gadget powers around.)</p><p></p><p> If these are DMG style magic items, the issue is that if they can make them easily, the entire party will end up kitted out, which will throw out the power curve severely.</p><p></p><p>There needs to be some limit on Alchemist potions (or Artificer infusions or whatever.) Time and cash are bad things to use because they vary so much between different games and balancing is impossible. There must be some limit: most classes' abilities are limited by long or short rests. A crafting class would make sense to have most of the limits based on long rests (she is brewing new potions overnight etc.)</p><p>The only way to allow an unlimited crafting capability would be to make the items so low power (cantrip-level) that having infinite amounts doesn't cause issues.</p><p></p><p>Since we're likely looking at a limited number of potions/infusions of differing power levels, they'll likely use spell slots.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6871716, member: 6802951"] The actual permanent magical item creation for Artificer could work similar to the UA Wizard subclass. - in terms of DMG style magic items. If you're talking gadgets like a Tinkerer/inventor class might have, you could do something similar to the Warlock: pick specific gadgets like invocations that you bring along with you that have the ability to perform specific effects. When you level up, or in downtime, you can invent new things (swap the gadget powers around.) If these are DMG style magic items, the issue is that if they can make them easily, the entire party will end up kitted out, which will throw out the power curve severely. There needs to be some limit on Alchemist potions (or Artificer infusions or whatever.) Time and cash are bad things to use because they vary so much between different games and balancing is impossible. There must be some limit: most classes' abilities are limited by long or short rests. A crafting class would make sense to have most of the limits based on long rests (she is brewing new potions overnight etc.) The only way to allow an unlimited crafting capability would be to make the items so low power (cantrip-level) that having infinite amounts doesn't cause issues. Since we're likely looking at a limited number of potions/infusions of differing power levels, they'll likely use spell slots. [/QUOTE]
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