I am making this post in response to the latest playtest release for Eberron, as it seems like the previous subclasses are going to move through to 2024 D&D largely unchanged. However there are things that have long bothered me about the artificers features that cancel each other out that seems to have fallen on deaf ears. I want to gauge if I am actually alone in these desires.
Alchemical supplies should just flat out work if you have alchemist supplies on your person, that fact that you cant get benefits from enhanced spellcasting focus and alchemical supplies is a literal tragedy. Its even more annoying that the artillerist now cant use True Strike and Arcane firearm at the same time, since an arcane firearm isn't a "weapon" as such. Like what the hells are we doing? Why do these not just work? It feels like hair brained limitations that are only there to make the player feel bad for picking these subclasses.
Furthermore, why is there still no weapon smith? Seriously? We have a potion maker, and an armorer, and two subclasses that make pets, and now a map maker, yet no artificer is especially good at making weapons? Really? WTF is happening?
Hopefully people agree with me and WOTC can finally fix these taunting limitations. Let me know any thoughts you have below.
Its even more annoying that the artillerist now cant use True Strike and Arcane firearm at the same time, since an arcane firearm isn't a "weapon" as such.
They totally can, if their arcane firearm is a Staff --- any arcane staff can be used as a quarterstaff. (Or if they have the arcane firearm and another weapon in different hands.)
Good point, lol I guess I was thinking for ranged attacks. I mean it is supposed to be a arcane firearm after all, tho i guess just I could just reflavor holding the two items in separate hands as its just being fired from an arcane firearm.
The "arcane firearm" effectively shoots spells, not projectiles.
for sure i get that, It just feels right to me that arcane fire arm could shoot true strike. No muss no fuss ya know? I don't think its OP, and i think it fits the subclass theme well
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I am making this post in response to the latest playtest release for Eberron, as it seems like the previous subclasses are going to move through to 2024 D&D largely unchanged. However there are things that have long bothered me about the artificers features that cancel each other out that seems to have fallen on deaf ears. I want to gauge if I am actually alone in these desires.
Alchemical supplies should just flat out work if you have alchemist supplies on your person, that fact that you cant get benefits from enhanced spellcasting focus and alchemical supplies is a literal tragedy. Its even more annoying that the artillerist now cant use True Strike and Arcane firearm at the same time, since an arcane firearm isn't a "weapon" as such. Like what the hells are we doing? Why do these not just work? It feels like hair brained limitations that are only there to make the player feel bad for picking these subclasses.
Furthermore, why is there still no weapon smith? Seriously? We have a potion maker, and an armorer, and two subclasses that make pets, and now a map maker, yet no artificer is especially good at making weapons? Really? WTF is happening?
Hopefully people agree with me and WOTC can finally fix these taunting limitations. Let me know any thoughts you have below.
They totally can, if their arcane firearm is a Staff --- any arcane staff can be used as a quarterstaff. (Or if they have the arcane firearm and another weapon in different hands.)
Good point, lol I guess I was thinking for ranged attacks. I mean it is supposed to be a arcane firearm after all, tho i guess just I could just reflavor holding the two items in separate hands as its just being fired from an arcane firearm.
The "arcane firearm" effectively shoots spells, not projectiles.
for sure i get that, It just feels right to me that arcane fire arm could shoot true strike. No muss no fuss ya know? I don't think its OP, and i think it fits the subclass theme well