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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Ragnarok N Roll on March 16, 2006, 01:59:58 PM

Title: The Artificer, to ban or not to ban?
Post by: Ragnarok N Roll on March 16, 2006, 01:59:58 PM
Opinions?
Title: The Artificer, to ban or not to ban?
Post by: Vermicious Knid on March 16, 2006, 02:13:55 PM
Quote from: Ragnarok N RollOpinions?


Too little info. Why would you consider banning them? :confused:
Title: The Artificer, to ban or not to ban?
Post by: Ragnarok N Roll on March 16, 2006, 02:20:45 PM
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.
Title: The Artificer, to ban or not to ban?
Post by: Vermicious Knid on March 16, 2006, 02:55:38 PM
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:
Title: The Artificer, to ban or not to ban?
Post by: Ragnarok N Roll on March 16, 2006, 03:10:23 PM
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?
Title: The Artificer, to ban or not to ban?
Post by: kryyst on March 16, 2006, 03:28:30 PM
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.
Title: The Artificer, to ban or not to ban?
Post by: Dacke on March 16, 2006, 04:08:36 PM
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.
Title: The Artificer, to ban or not to ban?
Post by: Ragnarok N Roll on March 16, 2006, 04:13:50 PM
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...
Title: The Artificer, to ban or not to ban?
Post by: Vermicious Knid on March 16, 2006, 04:28:16 PM
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
Title: The Artificer, to ban or not to ban?
Post by: Ragnarok N Roll on March 17, 2006, 08:08:27 AM
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.