For my next campaign, I plan to use a crafting system, probably Hamund's Harvesting Handbook or similar (btw, recommendations are welcome), to allow players to harvest monster parts to make magic items. I do plan to keep it balanced / reasonable level (no very rare items at level 5 or anything).
One of my players is talking about playing an artificer.
So, in a world where anyone can make magic items - and all the players are getting magic items here and there, how do I ensure the artificer does not feel overhsadowed?
Make sure one of the things your Artificer gets early on is an All-Purpose Tool. Then require various tool proficiencies when crafting magic items. Cobbler's tool proficiency for boots, jeweler kit proficiency for rings and necklaces, etc. This will ensure the Artificer has the proficiencies needed to make whatever item is needed therefore making them better at crafting than any other character.
Another thing you can do that is not RAW, but you can make it so that none of the Artificer's infusions require attunement (some currently do). This will make the Artificer feel that no matter how many magic items other party members get, they'll always have more.
One of the things I am considering is allowing the Artificer to add infusions to magic items - but only if those magic items were crafted by the party (idea being all (or maybe most) found magic items are a different caliber, etc). Do you think that would unbalance?
One of the things I am considering is allowing the Artificer to add infusions to magic items - but only if those magic items were crafted by the party (idea being all (or maybe most) found magic items are a different caliber, etc). Do you think that would unbalance?
I think that would be okay for the "Replicate magic item" part of the Artificer's infusions, but the Artificer should still be able to infuse their other unique items. That is a core feature of the Artificer and it makes up for them only being a half-caster. It would be like clamping down on invocations the Warlock can take. Part of the theme of The Artificer is to be able to infuse magic into mundane items so only letting them infuse pre-existing magic items makes it not worth it to play an Artificer.
No I meant they use whatever infusion they want. But, you know how you cannot stack an infusion on top of an existing magic item --> so if I let the party craft magic items, then maybe the Artificer can add an infusion onto a crafted magic item. Let's say the crafting system allows making a rapier from the fang of a creature that does 1d4 poison once per turn (I don't know just making this up), then the Artificer could add the Enhanced Weapon infusion to it (if that is what they want) to make it a +1 rapier that does 1d4 poison once per turn.
No I meant they use whatever infusion they want. But, you know how you cannot stack an infusion on top of an existing magic item --> so if I let the party craft magic items, then maybe the Artificer can add an infusion onto a crafted magic item. Let's say the crafting system allows making a rapier from the fang of a creature that does 1d4 poison once per turn (I don't know just making this up), then the Artificer could add the Enhanced Weapon infusion to it (if that is what they want) to make it a +1 rapier that does 1d4 poison once per turn.
Do you think that would be OP?
In a setting with few magic items, I would say yes it would be very OP. But if every party member potentially has a weapon that does 1D4 poison (using the above example) and the CR of the monsters is adjusted to accommodate, then I would say this is fine. It doesn't limit or restrict the Artificer's infusions, and the Artificer can still make more magic items more quickly and less costly as well as attune to more magic items than anyone else. In that, they are still special.
I think it should be OK to stack an infusion on an already magic item, if that infusion inst the same as the existing magic on an item.
So infusion yes for adding repeating shot onto a +1 bow its the arrows created that are +1, the existing bow is also +1.
but adding enhanced weapon +1 to a +1 sword would be a no go. Same for adding enhanced defense to a +1 shield, doesn't work.
But this does bring up, making a gleaming armor and then adding enhanced defense to it. should that be allowed? probably yes, given the limit on total number of infusions created at the same time.
Artificers should still feel special even in a “crafting world” artificers have 2 ways to craft - 1) their infusions, 2) all the normal crafting except they do it faster and cheaper. The problem with any normal crafting is that it takes time time (a lot)and money (a lot). Being able to do it faster and cheaper gives the artificer a nice “retirement” option eventually. The other thing to consider is that the artificer’s infusions never go above +2 while (at high level) they can create +3 items via the standard crafting processes.
Artificers should still feel special even in a “crafting world” artificers have 2 ways to craft - 1) their infusions, 2) all the normal crafting except they do it faster and cheaper. The problem with any normal crafting is that it takes time time (a lot)and money (a lot). Being able to do it faster and cheaper gives the artificer a nice “retirement” option eventually. The other thing to consider is that the artificer’s infusions never go above +2 while (at high level) they can create +3 items via the standard crafting processes.
This👆.
But if you want a little more, you could always restrict the magic items that “everyone” can create in some way(s) and let the Artificer have no restrictions. Maybe “everyone” can only create Common and Uncommon items, but Artificers can go higher. Or restrict “everyone” to only being able to craft official items, but let the Artificer even be able to invent new magic items. Or both.
For my next campaign, I plan to use a crafting system, probably Hamund's Harvesting Handbook or similar (btw, recommendations are welcome), to allow players to harvest monster parts to make magic items. I do plan to keep it balanced / reasonable level (no very rare items at level 5 or anything).
One of my players is talking about playing an artificer.
So, in a world where anyone can make magic items - and all the players are getting magic items here and there, how do I ensure the artificer does not feel overhsadowed?
Make sure one of the things your Artificer gets early on is an All-Purpose Tool. Then require various tool proficiencies when crafting magic items. Cobbler's tool proficiency for boots, jeweler kit proficiency for rings and necklaces, etc. This will ensure the Artificer has the proficiencies needed to make whatever item is needed therefore making them better at crafting than any other character.
Another thing you can do that is not RAW, but you can make it so that none of the Artificer's infusions require attunement (some currently do). This will make the Artificer feel that no matter how many magic items other party members get, they'll always have more.
One of the things I am considering is allowing the Artificer to add infusions to magic items - but only if those magic items were crafted by the party (idea being all (or maybe most) found magic items are a different caliber, etc). Do you think that would unbalance?
I think that would be okay for the "Replicate magic item" part of the Artificer's infusions, but the Artificer should still be able to infuse their other unique items. That is a core feature of the Artificer and it makes up for them only being a half-caster. It would be like clamping down on invocations the Warlock can take. Part of the theme of The Artificer is to be able to infuse magic into mundane items so only letting them infuse pre-existing magic items makes it not worth it to play an Artificer.
No I meant they use whatever infusion they want. But, you know how you cannot stack an infusion on top of an existing magic item --> so if I let the party craft magic items, then maybe the Artificer can add an infusion onto a crafted magic item. Let's say the crafting system allows making a rapier from the fang of a creature that does 1d4 poison once per turn (I don't know just making this up), then the Artificer could add the Enhanced Weapon infusion to it (if that is what they want) to make it a +1 rapier that does 1d4 poison once per turn.
Do you think that would be OP?
In a setting with few magic items, I would say yes it would be very OP. But if every party member potentially has a weapon that does 1D4 poison (using the above example) and the CR of the monsters is adjusted to accommodate, then I would say this is fine. It doesn't limit or restrict the Artificer's infusions, and the Artificer can still make more magic items more quickly and less costly as well as attune to more magic items than anyone else. In that, they are still special.
I think it should be OK to stack an infusion on an already magic item, if that infusion inst the same as the existing magic on an item.
So infusion yes for adding repeating shot onto a +1 bow its the arrows created that are +1, the existing bow is also +1.
but adding enhanced weapon +1 to a +1 sword would be a no go. Same for adding enhanced defense to a +1 shield, doesn't work.
But this does bring up, making a gleaming armor and then adding enhanced defense to it. should that be allowed? probably yes, given the limit on total number of infusions created at the same time.
Artificers should still feel special even in a “crafting world” artificers have 2 ways to craft - 1) their infusions, 2) all the normal crafting except they do it faster and cheaper. The problem with any normal crafting is that it takes time time (a lot)and money (a lot). Being able to do it faster and cheaper gives the artificer a nice “retirement” option eventually. The other thing to consider is that the artificer’s infusions never go above +2 while (at high level) they can create +3 items via the standard crafting processes.
Wisea$$ DM and Player since 1979.
This👆.
But if you want a little more, you could always restrict the magic items that “everyone” can create in some way(s) and let the Artificer have no restrictions. Maybe “everyone” can only create Common and Uncommon items, but Artificers can go higher. Or restrict “everyone” to only being able to craft official items, but let the Artificer even be able to invent new magic items. Or both.
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Thanks for the backup Sposta.
Wisea$$ DM and Player since 1979.