Opinions?
Quote from: Ragnarok N RollOpinions?
Too little info. Why would you consider banning them? :confused:
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.
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:
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?
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.
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.
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...
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
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.