SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

The Artificer, to ban or not to ban?

Started by Ragnarok N Roll, March 16, 2006, 01:59:58 PM

Previous topic - Next topic

Ragnarok N Roll

"God is dead" - Nietzsche

"Nietzsche is dead" - God.

Vermicious Knid

Quote from: Ragnarok N RollOpinions?


Too little info. Why would you consider banning them? :confused:
 

Ragnarok N Roll

Quote from: Vermicious KnidToo little info. Why would you consider banning them? :confused:

Because I'm thinking about running an Eberron campaign when my current FR game wraps up.

Because when I saw their infusion ability never allows saving throws I almost got sick when I thought of what a couple of my players could do with just that.
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

Vermicious Knid

Quote from: Ragnarok N RollBecause I'm thinking about running an Eberron campaign when my current FR game wraps up.

Because when I saw their infusion ability never allows saving throws I almost got sick when I thought of what a couple of my players could do with just that.

Ummm...which infusion ability are we talking about? I played an artificer and never noticed any balance issues. :confused:
 

Ragnarok N Roll

Quote from: Vermicious KnidUmmm...which infusion ability are we talking about? I played an artificer and never noticed any balance issues. :confused:

Whoops I think I read it wrong nevermind. :o Have a massive headache, not myself today.

...but anyway.

No balance issues eh? As a player perspective or DM?
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

kryyst

I never played one but another guy in our group did and I found that they are actually underpowered.  They really need access to equipment to be able to practice their trade.  If they are stuck in a perpetual dungeon romp they are pretty damn useless.  They need down time to do their thing.  

Once they get to put their abilities to use though they are a very cool class.
AccidentalSurvivors.com : The blood will put out the fire.

Dacke

Quote from: Ragnarok N RollBecause when I saw their infusion ability never allows saving throws I almost got sick when I thought of what a couple of my players could do with just that.
That's a misprint. Most infusions don't allow saves, but that's because most of them are of a benign/buffing nature. Things like blade barrier give a save regardless of whether it's an infusion or a spell.
 

Ragnarok N Roll

Quote from: DackeThat's a misprint. Most infusions don't allow saves, but that's because most of them are of a benign/buffing nature. Things like blade barrier give a save regardless of whether it's an infusion or a spell.

Heh, I found the errata...

Quote from: Page 31: Artificer—InfusionsIn the Infusions class feature, fourth paragraph, delete the last sentence ("Infusions never allow saving throws.") and replace it with "The save DC is Intelligence-based." In the Infusions class feature, the first sentence of the eighth paragraph should read as follows: Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Also, add the following text: An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus.

That's much better. I'm getting less freaked out now...
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

Vermicious Knid

Quote from: kryystI never played one but another guy in our group did and I found that they are actually underpowered.  They really need access to equipment to be able to practice their trade.  If they are stuck in a perpetual dungeon romp they are pretty damn useless.  They need down time to do their thing.  

Once they get to put their abilities to use though they are a very cool class.

Warforged artificer is pretty cool once he can convert useless magic items to useful self-improvement (5th level). That gets fun quick. :D
 

Ragnarok N Roll

I had posed the same question on the TSR boards and someone there suggested some house rules that he uses and something Keith Baker suggested. So I think I'll keep it and try those. Can't post them now becuase the boards are down over there.
"God is dead" - Nietzsche

"Nietzsche is dead" - God.