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	Comments on: Unearthed Arcana: Artificer Breakdown	</title>
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		<title>
		By: Jon Snow(the turtle)		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-4340</link>

		<dc:creator><![CDATA[Jon Snow(the turtle)]]></dc:creator>
		<pubDate>Thu, 07 Dec 2017 16:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-4340</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2001&quot;&gt;Dakota Graves&lt;/a&gt;.

i have to agree with the mech servant, im playing an artificer in a game and love it. at first having my mech beast was awesome and a great advantage, but as i leveled up and the enemies got stronger it became more of a chore.

at first i went with giant spider, then after some time i figured a giant eagle was better because flying right? but after some time it became more of a liability, trying not to get shot  out of the sky. so i took mounted combatant feat. 

nice to have for transportation but at higher levels it&#039;s just too weak against stronger enemies]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2001">Dakota Graves</a>.</p>
<p>i have to agree with the mech servant, im playing an artificer in a game and love it. at first having my mech beast was awesome and a great advantage, but as i leveled up and the enemies got stronger it became more of a chore.</p>
<p>at first i went with giant spider, then after some time i figured a giant eagle was better because flying right? but after some time it became more of a liability, trying not to get shot  out of the sky. so i took mounted combatant feat. </p>
<p>nice to have for transportation but at higher levels it&#8217;s just too weak against stronger enemies</p>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2096</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Sun, 29 Jan 2017 03:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2096</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2094&quot;&gt;Jackson Gorny&lt;/a&gt;.

Magic Item Analysis grants them ONLY as rituals, not as conventional spells, and since rituals don&#039;t consume spell slots, there&#039;s no problem. (Cf. Totem barbarian Spirit Seeker feature, etc.)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2094">Jackson Gorny</a>.</p>
<p>Magic Item Analysis grants them ONLY as rituals, not as conventional spells, and since rituals don&#8217;t consume spell slots, there&#8217;s no problem. (Cf. Totem barbarian Spirit Seeker feature, etc.)</p>
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		<title>
		By: Jackson Gorny		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2094</link>

		<dc:creator><![CDATA[Jackson Gorny]]></dc:creator>
		<pubDate>Sun, 29 Jan 2017 00:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2094</guid>

					<description><![CDATA[With Magic item analysis how do you cast these spells at first or second level without spell slots is it onece per day till you get spell slots?]]></description>
			<content:encoded><![CDATA[<p>With Magic item analysis how do you cast these spells at first or second level without spell slots is it onece per day till you get spell slots?</p>
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		<title>
		By: Tony Russo		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2016</link>

		<dc:creator><![CDATA[Tony Russo]]></dc:creator>
		<pubDate>Fri, 13 Jan 2017 17:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2016</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-1993&quot;&gt;Brandes Stoddard&lt;/a&gt;.

....This convo just gave me a great idea for a campaign. Bear with me as I give a brief historical aside: Medieval Guns took way less training to be able to use than bows and arrows, which is what made primitive early guns (which were less reliable and effective than bows) so valuable. Guns put peasants on equal footing with Knights and Samurai, since you no longer had to put a lifetime of training into being an effective fighter. For this reason, the gun is sort of a symbol of democracy while the bow and sword are symbols of meritocracy. This is why I think people resist guns in Tabletop RPG&#039;s, because RPG&#039;s inherently bend toward meritocracy. The games are literally about training for a lifetime to become a master at fighting/wizardry/whatever. RPG&#039;s tend to solve the problem by having a gunslinger class that DOES spend his life training with firearms, but what if instead of solving the conflict you leaned into it.


You run a game where the adventurer&#039;s story runs parallel to the invention and perfection of firearms. You keep firearms weak enough that the player&#039;s aren&#039;t interested in using them, then you slowly spread them to more and more enemies until everyone BUT the PC&#039;s use them, and finally you begin upgrading them to the point where they become actually more effective than the PC&#039;s swords and spells. Have the PC&#039;s run out of work because untrained boobs are collecting all the bounties. Force them to become part of gun squads for money. Make them feel like the dregs of a bygone era in a new age of modernity and see how they react to it. That&#039;s a hell of a campaign storyline, if I do say so myself.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-1993">Brandes Stoddard</a>.</p>
<p>&#8230;.This convo just gave me a great idea for a campaign. Bear with me as I give a brief historical aside: Medieval Guns took way less training to be able to use than bows and arrows, which is what made primitive early guns (which were less reliable and effective than bows) so valuable. Guns put peasants on equal footing with Knights and Samurai, since you no longer had to put a lifetime of training into being an effective fighter. For this reason, the gun is sort of a symbol of democracy while the bow and sword are symbols of meritocracy. This is why I think people resist guns in Tabletop RPG&#8217;s, because RPG&#8217;s inherently bend toward meritocracy. The games are literally about training for a lifetime to become a master at fighting/wizardry/whatever. RPG&#8217;s tend to solve the problem by having a gunslinger class that DOES spend his life training with firearms, but what if instead of solving the conflict you leaned into it.</p>
<p>You run a game where the adventurer&#8217;s story runs parallel to the invention and perfection of firearms. You keep firearms weak enough that the player&#8217;s aren&#8217;t interested in using them, then you slowly spread them to more and more enemies until everyone BUT the PC&#8217;s use them, and finally you begin upgrading them to the point where they become actually more effective than the PC&#8217;s swords and spells. Have the PC&#8217;s run out of work because untrained boobs are collecting all the bounties. Force them to become part of gun squads for money. Make them feel like the dregs of a bygone era in a new age of modernity and see how they react to it. That&#8217;s a hell of a campaign storyline, if I do say so myself.</p>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2007</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Thu, 12 Jan 2017 03:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2007</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2000&quot;&gt;MTi&lt;/a&gt;.

I&#039;m home very briefly from the hospital; I think you saw the happy news elsewhere in social media. =)

The downtime that the artificer&#039;s crafting takes up probably isn&#039;t all of it, but yeah, one of the costs of this class (much like the wizard with spell-scribing) is that their core functions sometimes require downtime. In itself, I think that&#039;s fine; other classes SHOULD have similar expectations placed upon them on a social level, if not a mechanical one. (Clerics in particular should have to do something, you know, priestly at some point, right?)

The artificer deciding to sell the stuff they make does open the door to bad problems, though a strict read of the text shows that the Wondrous Inventions are one-time deals (so it&#039;s an infusion of cash, but that&#039;s a downgrade from a magic item in most cases); Mechanical Servants serve YOU and no one else, so you&#039;re going to have very dissatisfied customers; and the Alchemist&#039;s Satchel does nothing by itself. If you don&#039;t have the Alchemical Formulas as class features, what you have is an expensively useless, off-brand purse.

I agree that they&#039;re going in a support-ish direction with the artificer.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2000">MTi</a>.</p>
<p>I&#8217;m home very briefly from the hospital; I think you saw the happy news elsewhere in social media. =)</p>
<p>The downtime that the artificer&#8217;s crafting takes up probably isn&#8217;t all of it, but yeah, one of the costs of this class (much like the wizard with spell-scribing) is that their core functions sometimes require downtime. In itself, I think that&#8217;s fine; other classes SHOULD have similar expectations placed upon them on a social level, if not a mechanical one. (Clerics in particular should have to do something, you know, priestly at some point, right?)</p>
<p>The artificer deciding to sell the stuff they make does open the door to bad problems, though a strict read of the text shows that the Wondrous Inventions are one-time deals (so it&#8217;s an infusion of cash, but that&#8217;s a downgrade from a magic item in most cases); Mechanical Servants serve YOU and no one else, so you&#8217;re going to have very dissatisfied customers; and the Alchemist&#8217;s Satchel does nothing by itself. If you don&#8217;t have the Alchemical Formulas as class features, what you have is an expensively useless, off-brand purse.</p>
<p>I agree that they&#8217;re going in a support-ish direction with the artificer.</p>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2005</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Wed, 11 Jan 2017 17:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2005</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2004&quot;&gt;Jim Arbogast&lt;/a&gt;.

No attack rolls, just saving throws. ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2004">Jim Arbogast</a>.</p>
<p>No attack rolls, just saving throws. </p>
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		<title>
		By: Jim Arbogast		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2004</link>

		<dc:creator><![CDATA[Jim Arbogast]]></dc:creator>
		<pubDate>Wed, 11 Jan 2017 17:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2004</guid>

					<description><![CDATA[So on the Alchemist: do the Alchemical Fire, Alchemical Acid, Smokestick, Tanglefoot Bag, &#038; Thunderstone require attack rolls if thrown? They seem to rely on saving throws with no mention of attack rolls... what do you think?]]></description>
			<content:encoded><![CDATA[<p>So on the Alchemist: do the Alchemical Fire, Alchemical Acid, Smokestick, Tanglefoot Bag, &amp; Thunderstone require attack rolls if thrown? They seem to rely on saving throws with no mention of attack rolls&#8230; what do you think?</p>
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		<title>
		By: Shawn E.		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2003</link>

		<dc:creator><![CDATA[Shawn E.]]></dc:creator>
		<pubDate>Wed, 11 Jan 2017 17:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2003</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-1989&quot;&gt;Jackson Gorny&lt;/a&gt;.

I get how guns can create an issue at low levels, but an artificer with a gun is different than giving a gun to your level 1 ranger. While guns can pack a punch, so do greatswords and level 1 spells like Witch Bolt. You can keep the gun out of the a low level PCs hands through cost, proficiency requirements, rare ammunition or other means such as not having bad guys packing them (which turns to loot). 

From a flavor standpoint, guns best fit modern, steampunk or settings with at least renaissance level tech (seen in the Golden Age of Pirates for example). If I am running a viking or traditional fantasy campaign, I&#039;d be tempted to not allow the Artificer with guns.... but maybe guns are rare, built by gnomes or the PC is a one of a kind inventor... 

In the actual play show Critical Role, Percy, one of the PCs uses a gun - a device he invented. It has created some interesting stories in the world as his tech has got into the hands of some people who should not have it. Interesting side note... the PC build started with a Pathfinder Gunslinger and then the DM converted it to 5e when they moved to those rules. You can check it out here:
http://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters?src=hottest_filtered&#038;filters=45469]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-1989">Jackson Gorny</a>.</p>
<p>I get how guns can create an issue at low levels, but an artificer with a gun is different than giving a gun to your level 1 ranger. While guns can pack a punch, so do greatswords and level 1 spells like Witch Bolt. You can keep the gun out of the a low level PCs hands through cost, proficiency requirements, rare ammunition or other means such as not having bad guys packing them (which turns to loot). </p>
<p>From a flavor standpoint, guns best fit modern, steampunk or settings with at least renaissance level tech (seen in the Golden Age of Pirates for example). If I am running a viking or traditional fantasy campaign, I&#8217;d be tempted to not allow the Artificer with guns&#8230;. but maybe guns are rare, built by gnomes or the PC is a one of a kind inventor&#8230; </p>
<p>In the actual play show Critical Role, Percy, one of the PCs uses a gun &#8211; a device he invented. It has created some interesting stories in the world as his tech has got into the hands of some people who should not have it. Interesting side note&#8230; the PC build started with a Pathfinder Gunslinger and then the DM converted it to 5e when they moved to those rules. You can check it out here:<br />
<a href="http://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters?src=hottest_filtered&#038;filters=45469" rel="nofollow ugc">http://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters?src=hottest_filtered&#038;filters=45469</a></p>
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		<title>
		By: Dakota Graves		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2001</link>

		<dc:creator><![CDATA[Dakota Graves]]></dc:creator>
		<pubDate>Wed, 11 Jan 2017 15:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2001</guid>

					<description><![CDATA[I also have a lot of feelings about this. 

The beast feels kinda tacked on, which is odd because they&#039;ve been very restrictive about companions in 5e. They restricted them to an entire archetype of warlock and ranger, and this one is just there. As you mentioned it doesn&#039;t scale, after that it seems like it would just be a chore to keep up with. I am currently playing a Bladesinger and have a familiar that I love thematically, but mechanically, in combat, it is a chore to keep up with. It also doesn&#039;t seem to match flavor wise with all the other features. You&#039;re and alchemist or a gunsmith and oh btw, you built this crazy advanced robotic AI that can nearly completely mimic and animal? Super weird. I agree that it will probably get reworked before the final release. My bet is it will be turned into its own subclass like &quot;Engineer&quot; or something.

The crafting rules and the handwaving of resources is a major problem in my book. As a DM, the main thing I wanted from an Artificer class is a way to create an NPC that can craft items for my party, with solid rules behind it. There doesn&#039;t seem to be a home-brewed class that does this well either. I did look at the Tribality Alchemist, but maybe I missed something. Feel free to correct me. :)

I&#039;m not crazy about the inclusion of guns. While it is always up to the DM which classes, races, etc to include, it inevitably leads to unpleasant conversations. Its bad enough explaining to players why every class they find on the internet isn&#039;t an available option, much less if one became official. While people need to chill out about shoehorning guns into their settings (no one is asking you to do that people), I kinda hate restricting official content.

As you mentioned in comparing to the Warlock, the damage output seems high to me but that might be false positive.  There are a couple other oddities about the class too but all in all, I think I&#039;m a fan. I&#039;m sure I&#039;ll think of more the longer this is out.]]></description>
			<content:encoded><![CDATA[<p>I also have a lot of feelings about this. </p>
<p>The beast feels kinda tacked on, which is odd because they&#8217;ve been very restrictive about companions in 5e. They restricted them to an entire archetype of warlock and ranger, and this one is just there. As you mentioned it doesn&#8217;t scale, after that it seems like it would just be a chore to keep up with. I am currently playing a Bladesinger and have a familiar that I love thematically, but mechanically, in combat, it is a chore to keep up with. It also doesn&#8217;t seem to match flavor wise with all the other features. You&#8217;re and alchemist or a gunsmith and oh btw, you built this crazy advanced robotic AI that can nearly completely mimic and animal? Super weird. I agree that it will probably get reworked before the final release. My bet is it will be turned into its own subclass like &#8220;Engineer&#8221; or something.</p>
<p>The crafting rules and the handwaving of resources is a major problem in my book. As a DM, the main thing I wanted from an Artificer class is a way to create an NPC that can craft items for my party, with solid rules behind it. There doesn&#8217;t seem to be a home-brewed class that does this well either. I did look at the Tribality Alchemist, but maybe I missed something. Feel free to correct me. 🙂</p>
<p>I&#8217;m not crazy about the inclusion of guns. While it is always up to the DM which classes, races, etc to include, it inevitably leads to unpleasant conversations. Its bad enough explaining to players why every class they find on the internet isn&#8217;t an available option, much less if one became official. While people need to chill out about shoehorning guns into their settings (no one is asking you to do that people), I kinda hate restricting official content.</p>
<p>As you mentioned in comparing to the Warlock, the damage output seems high to me but that might be false positive.  There are a couple other oddities about the class too but all in all, I think I&#8217;m a fan. I&#8217;m sure I&#8217;ll think of more the longer this is out.</p>
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		<title>
		By: MTi		</title>
		<link>https://www.tribality.com/2017/01/09/unearthed-arcana-artificer-breakdown/#comment-2000</link>

		<dc:creator><![CDATA[MTi]]></dc:creator>
		<pubDate>Wed, 11 Jan 2017 10:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=18817#comment-2000</guid>

					<description><![CDATA[As posted in Shawn&#039;s article about this UA, this gave me mixed fillings (hey, I made a pun, yay!). The problem is the absence of crafting rules in a class that basically would depend on them. This in turn creates some irregularities with this class. First of all, the Artificer&#039;s downtime activity is fully taken by the need to craft something (either the Wondrous Invention or the Mechanical Servant or whatever else) and this makes the Artificer incapable of doing anything else in that time. For many campaigns this is no biggie, as many DMs hand wave these kind of things, but there are others (like yours truly) that take downtime activities into consideration.

The other problem is what happens if the Artificer decides to sell the stuff she&#039;s making or ever worse, if the Artificer decides to make stuff for the rest of the party. I guess the problem for the DM is remedied by not giving any other magical stuff, but still the latter gave the DM a level of control. With a player being able to make magical paraphernalia, this level of control is transferred to the ingredients the DM makes available, but still this might be difficult as it will make it evident that the DM wants to limit the players&#039; power level and this is not appreciated often. 

My other concern is the special item of each subclass. For once, it seems way OP to be able to craft such an item in first level. Also, I could not find any RAW limitations for the Alchemist not being able to craft replicates of the said item for other party members of for commercial use. 

Putting these problems aside, I liked what I saw. Solid spell list, nice powers overall and I really liked the twist with the Rival thing, nice tool for the DM right there. For many of the FB commenters the class overall seemed a bit toned down on the damage level, but I honestly believe that the Artificer is more about the support and not the outright damage.

And Brandes, I&#039;m pretty sure you&#039;re going to have awesome news really soon. :-)]]></description>
			<content:encoded><![CDATA[<p>As posted in Shawn&#8217;s article about this UA, this gave me mixed fillings (hey, I made a pun, yay!). The problem is the absence of crafting rules in a class that basically would depend on them. This in turn creates some irregularities with this class. First of all, the Artificer&#8217;s downtime activity is fully taken by the need to craft something (either the Wondrous Invention or the Mechanical Servant or whatever else) and this makes the Artificer incapable of doing anything else in that time. For many campaigns this is no biggie, as many DMs hand wave these kind of things, but there are others (like yours truly) that take downtime activities into consideration.</p>
<p>The other problem is what happens if the Artificer decides to sell the stuff she&#8217;s making or ever worse, if the Artificer decides to make stuff for the rest of the party. I guess the problem for the DM is remedied by not giving any other magical stuff, but still the latter gave the DM a level of control. With a player being able to make magical paraphernalia, this level of control is transferred to the ingredients the DM makes available, but still this might be difficult as it will make it evident that the DM wants to limit the players&#8217; power level and this is not appreciated often. </p>
<p>My other concern is the special item of each subclass. For once, it seems way OP to be able to craft such an item in first level. Also, I could not find any RAW limitations for the Alchemist not being able to craft replicates of the said item for other party members of for commercial use. </p>
<p>Putting these problems aside, I liked what I saw. Solid spell list, nice powers overall and I really liked the twist with the Rival thing, nice tool for the DM right there. For many of the FB commenters the class overall seemed a bit toned down on the damage level, but I honestly believe that the Artificer is more about the support and not the outright damage.</p>
<p>And Brandes, I&#8217;m pretty sure you&#8217;re going to have awesome news really soon. 🙂</p>
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