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WotC Survey Result: Classes OK, Eberron Needs Work
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<blockquote data-quote="Remathilis" data-source="post: 7669914" data-attributes="member: 7635"><p>NOW we're getting somewhere! </p><p></p><p>Your infusion dice idea is a good start. Mine was to give them "proto-magic items" that only function when the artificer is near (a recharge mechanic of some kind to justify it). He could hand them out to the party or others, but they stop functioning within 24 hours if the artificer isn't there to recharge them during a long rest. (Might help explain why magic items in Eberron would be harder to buy in 5e; people don't trust any but reputable dealers!) Every level, they can take a new gadget to use (limited by level, with minimum levels for certain gadgets). The gadgets can replicate certain magical items (like cloaks of elvenkind or eyes of the eagle) or some "new" ones could be invented (such as goggles of arcane discovery, which mimics identify). Not all items can be made using the gadget system; the list is limited to those which won't break the game. </p><p></p><p>So an artificer effectively has a pool of magic items accounted for in class abilities; ones he can loan out to others (as long as he remains close to recharge) or use himself. This replicates crafting without the openness and potential abuse of the DMG system. (Or indeed, even using the DMG crafting system; permanent item creation could be a lost art if the DM wants and artificers still exist to make temp items). Add on some form of potion or scroll ability (for temp spells; I could see the UA versions retweaked as working). </p><p></p><p>IN THEORY: Its akin to the Invocations system; powerful always-on abilities. IN PRACTICE: its a way to create items without the headaches of flooding the group with items, breaking the Magic Item Economy, or the myriad of other problems at-will crafting creates. </p><p></p><p>Note that my theoretical artificer here isn't purely a warlock reskin; he lacks high arcana (no 6th-9th level spells), no pact boons, and his spell list is different (partially due to the lack of pact spells). He makes up for that with eventually gaining permanent (no recharge) items or such. Additionally, homonculus (working like a fixed beastmaster) alchemists (bombs baby!) and such could act as subclasses.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7669914, member: 7635"] NOW we're getting somewhere! Your infusion dice idea is a good start. Mine was to give them "proto-magic items" that only function when the artificer is near (a recharge mechanic of some kind to justify it). He could hand them out to the party or others, but they stop functioning within 24 hours if the artificer isn't there to recharge them during a long rest. (Might help explain why magic items in Eberron would be harder to buy in 5e; people don't trust any but reputable dealers!) Every level, they can take a new gadget to use (limited by level, with minimum levels for certain gadgets). The gadgets can replicate certain magical items (like cloaks of elvenkind or eyes of the eagle) or some "new" ones could be invented (such as goggles of arcane discovery, which mimics identify). Not all items can be made using the gadget system; the list is limited to those which won't break the game. So an artificer effectively has a pool of magic items accounted for in class abilities; ones he can loan out to others (as long as he remains close to recharge) or use himself. This replicates crafting without the openness and potential abuse of the DMG system. (Or indeed, even using the DMG crafting system; permanent item creation could be a lost art if the DM wants and artificers still exist to make temp items). Add on some form of potion or scroll ability (for temp spells; I could see the UA versions retweaked as working). IN THEORY: Its akin to the Invocations system; powerful always-on abilities. IN PRACTICE: its a way to create items without the headaches of flooding the group with items, breaking the Magic Item Economy, or the myriad of other problems at-will crafting creates. Note that my theoretical artificer here isn't purely a warlock reskin; he lacks high arcana (no 6th-9th level spells), no pact boons, and his spell list is different (partially due to the lack of pact spells). He makes up for that with eventually gaining permanent (no recharge) items or such. Additionally, homonculus (working like a fixed beastmaster) alchemists (bombs baby!) and such could act as subclasses. [/QUOTE]
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WotC Survey Result: Classes OK, Eberron Needs Work
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