After all this time, I am only just now questioning why the infuse item limit exists (outside of the obvious "game balance" answer). Known infusions is easy enough to tie into a character's knowledge, but why can one not use all of them? Is there a lore reason? I could not find anything after a moderately quick search.
The only hint of an explanation I can think of is that it is loosely tied to proficiency bonus. Is this all we have to go off of?
You could flavor it as an artificer only being able to maintain a certain number of items to a magical efficacy at a time, and that number rising as their skill with artifice rises.
I kind of figure it as being a mana/concentration type limit.
The biggest challenge I find is predicting which infusions will be most of value during the upcoming day, since at the moment I have only one that I'm willing to change out. Of course your GM can choose to set up encounters such that you know what will be up tomorrow, before you get that long rest, or don't.
Is there a lore reason? Not really, it is the “game balance” reason primarily. I haven’t read the Ebberon books which is where I would expect any lore to be as the artificer originated there.
You could flavor it as an artificer only being able to maintain a certain number of items to a magical efficacy at a time, and that number rising as their skill with artifice rises.
That does indeed make sense, especially with its relation to PB. However, my complaint with that idea lies in that there is a precedent of relatively adjacent features with language that supports that maintenance is required (rune knight, forge domain). Not that I would want that with infusions, but it would theoretically make sense.
Is there a lore reason? Not really, it is the “game balance” reason primarily. I haven’t read the Ebberon books which is where I would expect any lore to be as the artificer originated there.
There is more lore in the Guide to Eberron when compared to Tasha's, but nothing related to the topic at hand, unfortunately. I doubt there would be anything that specific in the other Eberron books as well. I could be wrong, though, since I have not read anything other than the Guide.
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After all this time, I am only just now questioning why the infuse item limit exists (outside of the obvious "game balance" answer). Known infusions is easy enough to tie into a character's knowledge, but why can one not use all of them? Is there a lore reason? I could not find anything after a moderately quick search.
The only hint of an explanation I can think of is that it is loosely tied to proficiency bonus. Is this all we have to go off of?
You could flavor it as an artificer only being able to maintain a certain number of items to a magical efficacy at a time, and that number rising as their skill with artifice rises.
I kind of figure it as being a mana/concentration type limit.
The biggest challenge I find is predicting which infusions will be most of value during the upcoming day, since at the moment I have only one that I'm willing to change out. Of course your GM can choose to set up encounters such that you know what will be up tomorrow, before you get that long rest, or don't.
Is there a lore reason? Not really, it is the “game balance” reason primarily. I haven’t read the Ebberon books which is where I would expect any lore to be as the artificer originated there.
Wisea$$ DM and Player since 1979.
That does indeed make sense, especially with its relation to PB. However, my complaint with that idea lies in that there is a precedent of relatively adjacent features with language that supports that maintenance is required (rune knight, forge domain). Not that I would want that with infusions, but it would theoretically make sense.
There is more lore in the Guide to Eberron when compared to Tasha's, but nothing related to the topic at hand, unfortunately. I doubt there would be anything that specific in the other Eberron books as well. I could be wrong, though, since I have not read anything other than the Guide.