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| #1Tempest_StormwindFeb 04, 2015 19:14:43 | Artificers are a vital part of Eberron, as a character archetype, a thematic element, and a way of maintaining verisimilitude for simulationists. The test rules presented for them in Unearthed Arcana are disappointing - I say that while they are definitely an artificer, they aren't the Eberron artificer. As such, this is my take on the class.
The introduction and design notes are in post #2, below; this post is the crunch. The only note I'm posting in advance is that basic item creation rules are present already (DMG p.128) - see Post #2 for more details on how this works with them.
I'm asking for harsh criticism on this - survival of the fittest, let's see how this survives. Hence, "rip me a new one".
See HERE for a nicely-formatted PDF of the entire class, with three Eberron-exclusive races (Warforged, Shifter, and Changeling) as a bonus.
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| #42rampantMar 01, 2015 13:52:29 |
It's not a matter of too many Spells per day, it's a problem of too many different spells.
Having the ability to cherry pick from any spell in the game within the reach of their spell levels offers them too much versatility, especially since if they ever find out there's a spell they really need they can go back aand get it without giving up anythign valuable unlike a sorceror who has to devote one of his limited number of spells known. The sorceror has an upper limit on his personal versatility because while the sorceror class as a whole has a large spell list any specific sorceror can only learn so many spells. Wizards and clerics are certainly broken as hell because they don't have that limit but at least they have a limit in the form of a defined class list which creates gaps in their capabilities, wizards have very limitied if any ability to heal, and clerics tend to be less efficient blasters, and have less access to certain kinds of magic, especially if it falls outside their domains and the general cleric selection of healy-buffy stuff.
Without either of those limitations the artificer, even with the limits imposed by the craft reserve gains the ability to be good at anything and everythign as an individual. It's ok fooor a class to be versatile as long as individuals still have gaps and weaknesses, generally created by forcing the payment of an opportunity cost, or in the case of the broken stuff by having a limited spell list (at least to start).
As for the artificer turning everyone into casters, no that's not it at all. I expect him to put a little magic in their tool boxes is all. Furthermore I have a problem with the spell scroll model because it makes him massively more versatile and influential based on party composition. Not significantly mor eefficient like a rogue who has melee party members, but total paradigm changer. It's unavaoidable that some abilities are going to synergize better with some characters than others. What I'm saying is that there is a whole lot of swing here and that steps should be taken to even things out a bit. You have an excellent point when you mention that the weapon buffs work better with weapon classes, however I'm not sure that those are anywher as useful or versatile as the spell scrolls or the opportunities they create.
As for playing a 5e wizard, well that's just not going to happen any time soon, I have no group right now, and 9 time sout of 10 I end up as the DM when I do have one. I admit upfront that 3rd edition was way easier to upgrade a wizard's spells known count in. The problem isn't a matter of ease, it's far more binary than that. If it happens once it's too much. It was a bad idea to begin with and has been grandfathered in since. It's somewhat vaguely tolerable at the start of an edition because there are simply fewer spells, and 5e has done a decent job of controlling the versatility of each class list. You have thrown the gates wide open to any and all spells, including spells originating from gods and demons and nature (cleric and warlock and druid/ranger).
Furthermore it's not really the combat spells I get too worried about when dealing with the artificer's over-versatility, although that can cause issues mind it's just not the big concern in my mind. The big issue is the non-combat spells that can still be pretty potent over the long term, find familiar for example.
As for 3e non-casting leaders, you may be one of the first people I've met online who doens't either lump the martial adepts in as casters, or try to pretend they don't exist. Well it's good to know we agree on something at least. |
| #43Tempest_StormwindMar 02, 2015 16:23:17 |
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| #82Tempest_StormwindMay 14, 2015 18:28:58 |
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| #83XanchairothossMay 15, 2015 11:48:26 | My issues with the Artificer in previous editions were that it pitted the DM against the party. Artificers were great for the party, but a head-ache for the DM. Treasure leveling is a pretty important aspect to maintaining party effectiveness and ensuring you don't end up in a game where every encounter is a cake-walk. Artificers threw CR out the window by making it exceedingly difficult to determine party effectiveness against a challenge. Secondly, with specific classes I knew what level to scale a challenge at. Magic items gaining a reduction in cost to produce really called all of that into question. I could limit the amount of treasure a party gained, but doing so nerfed the Artificer. Not doing that made it totally unbalanced. It was a scaling issue. I could plan for 'X' magic item, but what happens at high levels when I've effectively got a party of 5 Gestalt characters who can individually hold their own against a Tarrasque, due to full optimization via magic items through the Artificer? In 5E, the Artificer, conceptually, is anathema to the themes and focus of the game, ergo you're working against the fundamental backdrop of the game's design when building this class. For the Artificer to play like it did in previous editions requires extensive mechanics for magic item construction that aren't present in 5E. Where does that leave us? DM fiat -- which actually resolves the main problems with the class in previous editions, but creates new ones.
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| #84Tempest_StormwindMay 15, 2015 12:36:45 |
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| #85XanchairothossMay 15, 2015 13:37:31 |
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| #86Tempest_StormwindMay 15, 2015 15:37:46 |
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| (Reply to #86)Xanchairothoss |
Vis Craft Reserve. I meant Spell Points (p. 288 DMG), not Sorcery points. Have it scale like that. i.e. increase the amount of Craft Reserve.
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| #88Tempest_StormwindMay 15, 2015 17:37:36 |
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| #89XanchairothossMay 15, 2015 18:56:05 | "Note that none of these are against that specific implementation of the artificer, particularly as a DM or player - it's against the scope of this undertaking as a designer. "
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| #90Tempest_StormwindMay 15, 2015 18:57:48 | I'd also like to apologize for my tone today - I've been having a really, really rough week, and upon a re-read, it seems I was being more than a little dickish, which you don't deserve.
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| #91XanchairothossMay 15, 2015 19:55:48 | "A standalone Masters of Artifice module could serve so many potential purposes" |