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    posted a message on Bring back more than 3 Attunable items on character sheets as it was a few weeks ago.

    It makes sense to have the character sheet/builder follow the base rules by default and allow the player to "opt out" of those rules.

    Currently this can be done by creating a homebrew feat as Stormknight said.

    Posted in: D&D Beyond Feedback
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    posted a message on Artificer February 2019 UA discussion

    After level 5, if you're in combat when it's going to expire, then it would be more productive to just let it expire and make two attacks instead.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    If there were a cantrip I'd want to compare it to, it would be Eldritch Blast. With Agonizing Blast, Eldritch Blast does an average of 42 points of damage. And it's unlimited. You can do it all day long. With Hex, it does an average of another 14 and that bonus can last all day long.

    The turret takes an action to create, and only sticks around for an hour before it has to be recreated. It gets no bonuses at any stage of the leveling other than you can use another action to summon a second one. At which point you've used both of your free summons for the day.

    At 6d8 (for which I'd give up the ability to summon two at the same time), you're doing an average of 27. On top of a cantrip of 22 average and you're doing a comparable amount of damage.

    Perhaps that's too much? Maybe Eldritch Blast should be stronger? But at the very least, if it's going to have a limited duration AND require an action to summon AND be the primary feature of your subclass, it should be worth the investment. At the very minimum it should cap out at 4d8 per turret per turn OR require a bonus action to create OR have no time limit.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    Yeah, getting rid of the timer would also be a viable way to improve it. And I would happily use it then as well. Or even just having it disappear on a long rest.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    And in a subclass where artillery is in its name?

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    I could use a higher level slot to summon the turret to have it do more, I would gladly do so. By 17th level, asking for a turret that can do 6d8 per hit or 5d8 in a small aoe as a bonus action, is nothing.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    Considering it doesn't scale at all and requires an action to cast, I'd probably stop using it by 8th level tops.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion
    Quote from Grizzlebub >>

    Additionally I am not sure it is fair to use calculations that require 1 spell slot (Arcane Weapon) + 2 Feats (Crossbow Expert and Sharpshooter) + 1 Infusion and then only use the base calculations for the turret. It is sort of an unfair comparison and feels more like confirmation bias to me.

     Oh my... a class that can build (infusions) and use (arcane armament and haste) those weapons building in such a way that they use weapons is somehow confirmation bias? I had no idea.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    In either offensive form, I just don't think the initial set up opportunity cost is worth it for the mediocre damage. If it scaled with level or only required a bonus action to create, then I'd have no problem with the feature at all. For a subclass that supposedly focuses on offensive capabilities (It's in the name for goodness sake: artillerist), it feels like it becomes obsolete too quickly.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion

    I like the feature, thematically. Mechanically, I have an issue with it.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion
    Quote from Grizzlebub >>
    Quote from Sillvva >>

    Actually 2d6+3 = 10-12 average. And remember you can also create a +2 hand crossbow, so that increases it to 12-14. And if you're a sharpshooter, that's 22-24.

     

    Well I was calculating between a 2 to 4 Dex, and at level 14 you'd be a fool to not have it out for the +2 ac. You may not us its activation often, but I do feel the defense turret is the best.

    Not to mention at 14th level you can summon two turrets and use one bonus action to activate both, meaning they can be 4d8 force damage.

    Okay... if I'm up against archers who are completely ignoring the fighters in their faces and firing attacks at me, then I could summon it for a little cover. Or I could cast haste for +2 AC or any of my multitude of defensive spells, including stoneskin, blur, blink, etc.

    Summoning 2 turrets takes 2 actions. Whereas I could be doing 60-120 damage in those 2 actions.

    Quote from Arutha >>
    Quote from Sillvva >>
    Quote from Grizzlebub >>
    Quote from Sillvva >>

    If the turret scaled with level (at a minimum) and you could create the turret as a bonus action and fire it in the same turn (as a bonus, pun intended), I could see playing an Artillerist. However, for a role such as an Artillerist, spending my first 1-2 turns setting up a weak turret doesn't seem like the best thing I could be doing with my turns. Maybe it's fine during the early levels, but later on it would be more productive to just forget the turret ability during combat altogether and do something else like Crossbow Expert or Polearm Master with Arcane Weapon enhanced damage or casting Fireball.

     

    Personally I think the Turret does a decent enough job scaling. Its AC of 18 is rather decent, it is immune to most spells since most spells only affects creatures (the turret is a magical object) and its abilities are not bad. One is burning hands as a bonus action and the other is a 2d8 push back.

     

    Burning Hands does 3d6 and scales with spell level. This does 1d8 from levels 1 to 20. So at higher levels, I'd rather just ignore the feature, as there are better things I could be doing with my turns than summoning a weak turret. And why on earth would anything intelligent (like a spellcaster) want to target it. It doesn't even get opportunity attacks.

     

    Unless you literally need to run for your life I don’t see why the turret wouldn’t be deployed?

    Dungeon crawling you are happy to move at 15ft, during rests it is guarding, and even travelling it should be deployed on a cart.

    Also it is 1d8 cone but 2d8 single target and both of those are doubled at level 14. Can you provide example of more than 4d8 with a bonus action? That’s more than Xbow expert  BA of 1d8+Dex .

    I think having it deployed outside of combat is fine for a quick temp hp buff. But if I'm caught unaware the last thing I'd want to do around 8th level or higher is summon that thing. Especially 2 of them. I also only get 2 free deploys per long rest. And if there's no combat within 2 hours, I'm definitely not wasting a spell slot on it.

    Quote from Mergon >>
    Quote from Sillvva >>
    Quote from Grizzlebub >>
    Quote from Sillvva >>

    If the turret scaled with level (at a minimum) and you could create the turret as a bonus action and fire it in the same turn (as a bonus, pun intended), I could see playing an Artillerist. However, for a role such as an Artillerist, spending my first 1-2 turns setting up a weak turret doesn't seem like the best thing I could be doing with my turns. Maybe it's fine during the early levels, but later on it would be more productive to just forget the turret ability during combat altogether and do something else like Crossbow Expert or Polearm Master with Arcane Weapon enhanced damage or casting Fireball.

     

    Personally I think the Turret does a decent enough job scaling. Its AC of 18 is rather decent, it is immune to most spells since most spells only affects creatures (the turret is a magical object) and its abilities are not bad. One is burning hands as a bonus action and the other is a 2d8 push back.

     

    Burning Hands does 3d6 and scales with spell level. This does 1d8 from levels 1 to 20. So at higher levels, I'd rather just ignore the feature, as there are better things I could be doing with my turns than summoning a weak turret. And why on earth would anything intelligent (like a spellcaster) want to target it. It doesn't even get opportunity attacks.

     Burning hands is a 1st level spell and thuis requires a spell slot to cast. A higher level slot to do more damage.

    Once set up, the turret does 1d8+ Int mod every round as a bonus action of the Artificer's part at no spell slot cost.

    Also, from what I have seen so far, the Turret is an object, not a creature so it is largely immune to spells that target creatures and not objects. The turret is nice as it is. Also, you have 2 other options: force ballista and its  defense turret.

    It's not 1d8+INT or 2d8+INT. It's just 1d8 or 2d8. I've already been over the object vs creature bit. Any intelligent creature (6+) would just ignore it and go after you or your party.

    And the cost is your first 1-2 turns of combat. You only get 1-2 free deploys (1 hr each) after that it costs spell slots. Like I said in my original post, if I could summon it as a bonus action, I wouldn't mind deploying it. But as an action, I'd rather just ignore the feature altogether in combat.

    Posted in: Unearthed Arcana
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    posted a message on Character Sheet - Creature Feature Bug Reports

    Do you have proficiency in it from elsewhere?

    Posted in: Bugs & Support
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    posted a message on Artificer February 2019 UA discussion

    Actually 2d6+3 = 10-12 average. And remember you can also create a +2 hand crossbow, so that increases it to 12-14. And if you're a sharpshooter, that's 22-24.

    Posted in: Unearthed Arcana
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    posted a message on Artificer February 2019 UA discussion
    Quote from Grizzlebub >>
    Quote from Sillvva >>

    If the turret scaled with level (at a minimum) and you could create the turret as a bonus action and fire it in the same turn (as a bonus, pun intended), I could see playing an Artillerist. However, for a role such as an Artillerist, spending my first 1-2 turns setting up a weak turret doesn't seem like the best thing I could be doing with my turns. Maybe it's fine during the early levels, but later on it would be more productive to just forget the turret ability during combat altogether and do something else like Crossbow Expert or Polearm Master with Arcane Weapon enhanced damage or casting Fireball.

     

    Personally I think the Turret does a decent enough job scaling. Its AC of 18 is rather decent, it is immune to most spells since most spells only affects creatures (the turret is a magical object) and its abilities are not bad. One is burning hands as a bonus action and the other is a 2d8 push back.

     

    Burning Hands does 3d6 and scales with spell level. This does 1d8 from levels 1 to 20. So at higher levels, I'd rather just ignore the feature, as there are better things I could be doing with my turns than summoning a weak turret. And why on earth would anything intelligent (like a spellcaster) want to target it. It doesn't even get opportunity attacks.

    Posted in: Unearthed Arcana
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    posted a message on Attacking while grappled?

    Also, yes. If your only goal is to just impose a debuff on the opponent, grappling them and shoving them prone is the best option. A prone creature has disadvantage on attacks and attacks against them within 5 feet have advantage. And because they're grappled they can't stand up.

    Posted in: Rules & Game Mechanics
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