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5 years ago ::
Jul 07, 2008 - 2:54PM
#31
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Date Joined:
Sep 26, 2005
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Double post.
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5 years ago ::
Jul 07, 2008 - 2:55PM
#32
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Date Joined:
Sep 26, 2005
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one other thing i just thought of. in 3.5 the artificer could essentially reuse the essence of a disenchanted magic item to make other items. it was a really cool feature and in line with what an artificer does flavor wise. since this ritual is available to all classes with ritual caster now, i think a class feature of artificers should be to have the disenchant magic item somehow benefit them better. say, they get 1/2 of the value of residuum instead of 1/5th. something like that. Broken.
You cannot allow people to violate wealth guidelines. That is simply unacceptable and overpowered.
I know lots of people don't understand that the artificer was hideously broken in previous editions, but the reality is that the wealth guidelines exist in order to keep the game balanced and intact, and working coherently and reasonably. If you violate those guidelines, you're likely to cause problems.
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5 years ago ::
Jul 07, 2008 - 3:37PM
#33
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Date Joined:
Dec 23, 2007
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Broken.
You cannot allow people to violate wealth guidelines. That is simply unacceptable and overpowered.
I know lots of people don't understand that the artificer was hideously broken in previous editions, but the reality is that the wealth guidelines exist in order to keep the game balanced and intact, and working coherently and reasonably. If you violate those guidelines, you're likely to cause problems. I know, the 2nd ed. artificer was WAY overpowered, or was it 3.0. I forget now.
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5 years ago ::
Jul 07, 2008 - 10:31PM
#34
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Date Joined:
Jul 31, 2007
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@Titanium Dragon: We all know by now that you believe giving Artificers a leg up on crafting components to be unbalanced.
What might you suggest to fulfill the call for the Artificer's affinity for magic items?
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5 years ago ::
Jul 08, 2008 - 7:38AM
#35
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@Titanium Dragon: We all know by now that you believe giving Artificers a leg up on crafting components to be unbalanced.
What might you suggest to fulfill the call for the Artificer's affinity for magic items? I thought the ability to change daily magic items to encounter magic items to be a sweet one. Very powerful.
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5 years ago ::
Jul 08, 2008 - 5:30PM
#36
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Date Joined:
Jul 31, 2007
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I thought the ability to change daily magic items to encounter magic items to be a sweet one. Very powerful. That's not exactly what the ability does. It allows a second use of daily magic item powers, which while not exactly as powerful as making a daily magic power into an encounter one, is still quite powerful and very cool.
The thing is, Artificers are master magic-craftsmen, and we'd just like to see something that reflects that.
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5 years ago ::
Jul 08, 2008 - 9:21PM
#37
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Date Joined:
Sep 26, 2005
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@Titanium Dragon: We all know by now that you believe giving Artificers a leg up on crafting components to be unbalanced.
What might you suggest to fulfill the call for the Artificer's affinity for magic items? I actually think the solution is already in the article - the temporary pseudo-magical items which take a short rest to create and last until the characters take an extended rest. They act like expendible magic items, which is an interesting and distinctive type of ability.
That said, I don't know how well that ability plays, and I have some concerns that it doesn't play well.
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5 years ago ::
Jul 09, 2008 - 8:17AM
#38
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Date Joined:
Jun 20, 2008
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So what about "Sheilding Cube" Which requires an artifice, an impliment, and a ranged weapon? Thats three hand no matter how you look at it right?
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5 years ago ::
Jul 09, 2008 - 9:42AM
#39
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Date Joined:
Jul 31, 2007
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Actually, you don't need to worry about the artifice. The time taken to prepare and launch the artifice is factored into the power's attack action.
You don't need to use an implement, it just helps. At low levels, it's difficult to afford a magic implement, at least for a couple levels, or until you acquire one in treasure. Or, by virtue of the enchant magic item ritual, which will of course use the same amount of gold, but won't require you to have to find a nearby city.
Also, in 3.5, I know it was basically a free action to juggle things in your hands, hold something in your teeth for a second, etc; I'm not sure if the same applies in 4E. In any case, you can hold on to a hand crossbow, javelin, dagger, throwing hammer, etc, in one hand and also wield an implement in the other. The rules just tend to frown towards regular Crossbows (or any two-handed weapon) and implements.
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5 years ago ::
Jul 10, 2008 - 8:34AM
#40
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I always get the feel that Artificers should be a mix of McGyver and the Green Arrow. So far I see a lot of the Green Arrow but not much McGyver. Sure, they can make makeshift magic items, but only at paragon tier and, even then, just a few. Maybe something in the lines of: "We could sure use a flaming sword tomorrow, but all we got is this regular sword, this ball of twine and a paper clip... I think I can make do with that."
I'd like to see those "short rest" powers get to the Heroic tier, maybe with an improvement when the paragon tier is reached, like most at-wills get. Maybe even give the Artificers the power to craft true magic items but with a short duration (until an extended rest, for instance) of a level lower than theirs. You have to keep in mind that Artificers are thematically bound to House Cannith and, as such, should make sense as the magical engineers of their world, including their economical effect.
Their relation to magic items should be more evident, maybe creating lesser magic items that can be grafted into armors and weapons (something I liked a lot on the 3.5 Magic Item Compendium).
Also, some powers stretch the suspension of disbelief too far, like the exaggerated amount of "magic dust" that gets blown from place to place by artificers. Not to mention the silly power of throwing goo at your friend's feet and making him slide. That's too much Inspector-Gadget-y for me.
I liked how many artificer powers are thematically inclined towards lightning, acid and firing things away with your crossbow (I can easily see a crossbow with a wand/rod attachment dock). This theme could even be expanded, so that one could say: "I'm a Lightning Artificer", while another could be an Acid artificer. One could even focus on moderate damage to a lot of people (acid) while the other deals more damage to single targets (lightning), with the occasional exchange between the two. Of course, none of those would outshine the strikers in damage to single targets or the wizard for multiple targets. It could be a versatile middle-of-the-way. For a third path one could go for temporary gadgets, like traps, focusing more on battlefield control.
The crossbow is thematically linked to artificers, for me, since it is the only mechanical weapon players use, and artificers always had a magic + mechanics feel.
Introducing more healing spells that heal or buff a bit and impose difficult situations to enemies (depending on an attack hit) like Lifetap would make for a good Leader, just as the Warlord leads by manipulating the battlefield.
Finally, there are many inconsistencies between the first page class summary, the other text relating to implements and the powers (both fluff text and mechanics), but I doubt this will be corrected unless they do so on the final version at the end of the month on the complete Dragon Magazine.
Perhaps, just maybe, the Artificer could find a better place as a Controller instead. Then again, it could step a lot on the wizard's toes...
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