Dragon 365 - Artificer Playtest


4th Edition

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Its up:

Here

The Exchange

Oooooooo ... shiny. Must give it a careful read but I like it so far.


I've got to say this might show DDI at it's best. The chance to get material out early for playtest and critique can only be good for players and WotC alike.

And the artificer looks pretty cool so far :)


They should playtest a druid :)


And I also have to say I LOVE the kind of concept art sketches this article has.


I've already rolled up a gnome artificer. Her shielding cube is a weighted companion cube and her healing infusions are more like arcane shielding or the healing gun from TF2. :-P

All in all I'm really happy with this despite the limited selection of powers. The leader role isnt too surprising; most people figured it was that or a striker based on blastificer builds from 3rd Edition.
I like the artifice thingies that you can produce. Has a more gadget-like feel than before.

Some things that I think need to be added asap are feats that let you "supercharge" a magic item, increase the Defenses of your artifice items, and also let you move them a bit farther.
Perhaps a power or feat that lets you siphon a daily charge out of a magic item to regain a power of an equal or lower level?
Umm...and also changing what stat an item bonus affects (for example, changing your +1 dagger from giving you an attack/damage bonus to granting a bonus to your defenses) temporarily.


Um, is it just me, or did they forget to give a paragon path? I mean I guess if you made an Artificer you could just multiclass instead, but that kinda sucks.

That being said, the Artificer's pretty cool.


Panda-s1 wrote:
Um, is it just me, or did they forget to give a paragon path?*SNIP*

They had to save something for the actual book, I guess.

This the kind of thing the digital versions of Dragon and Dungeon should have had right from the start, in my opinion. A definant step in the right direction for the DDI. I can't really comment on the class itself with my lack of experiance with 4E, but seems to have the right vibe for the class. I can still see the influence of a certain anime series, but that might just be my fanboy-ness leaking through.


I've really enjoyed the content that DDI has offered. Its barely a month old, but its offered quite a bit of stuff compared to what I used to get in Dragon and Dungeon. A lot of the old stuff was okay, but I barely used any of it, if ever. The main exception is the Age of Worms adventure path, but thats about it.


I like the class, sure it starts out a bit samey as the Cleric and Warlord but gets really cool in the end game.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

Does anybody else notice the chick at the end's total lack of a belly button?


Kvantum wrote:
Does anybody else notice the chick at the end's total lack of a belly button?

There's sort of a shadow where one would be. Maybe that's it.

Hey! Maybe we can get a "Do Eladrin have navels?" discussion going to go with the one about Dragonborn boobs.


T'Ranchule wrote:
Panda-s1 wrote:
Um, is it just me, or did they forget to give a paragon path?*SNIP*

They had to save something for the actual book, I guess.

This the kind of thing the digital versions of Dragon and Dungeon should have had right from the start, in my opinion. A definant step in the right direction for the DDI. I can't really comment on the class itself with my lack of experiance with 4E, but seems to have the right vibe for the class. I can still see the influence of a certain anime series, but that might just be my fanboy-ness leaking through.

What influence from anime? No seriously, I'd really like to know 'cause my fanboy-ness is weak :P That and I'd like to see if the inane comment "D&D is like anime!" is really that inane.


Well I get a Full Metal Alchemist vibe of it. But then again lets see how they develop an actual alchemist class.


I got the Full Metal Alchemist vibe from it too. But for me thats a great thing.

I love Arcane Replenishment. Awesome ability. I am glad we have a second leader class now. Looks like Arcane will be the first power source to have a full grid.

This is a very innovative approach for Wotc to be taking with this class. Kudos to them (and to Paizo for maybe being the inspiration)

Love the eladrin/elf at the end. Maybe she has a long abdomen and her shirt is hiding her belly button.


"Some artificer powers have the weapon keyword and often require a ranged weapon. If the ranged weapon fires ammunition, the ammunition carries the power’s effect. Otherwise, the weapon carries the effect. When the attack is made, a mundane weapon returns to the artificer like a magic thrown weapon does."

I am not sure how balanced this is. On the other hand I am all kinds of 'this is cool' into it.


As a dm I can see all kinds of nastyness for this ability and minions

Restorative Infusion Artificer Utility 2
You direct restorative compounds at a comrade, who can then breathe those agents toward another member of
your party.
Daily &#10022; Arcane
Standard Action R Ranged 10
Target: You or one ally
Effect: The target gains 20 temporary hit points. As a minor action, the target can transfer any number of temporary hit points to an ally within 5 squares.


Can those of us posting on the sly from work get a spoiler cut with the text?

Thanks folks!


Teiran wrote:

Can those of us posting on the sly from work get a spoiler cut with the text?

Thanks folks!

Its not easy to do Teiran. Its in PDF format. Ill mess around with it if I have a bit of time.

Try this though: Link


Azigen wrote:
Teiran wrote:

Can those of us posting on the sly from work get a spoiler cut with the text?

Thanks folks!

Its not easy to do Teiran. Its in PDF format. Ill mess around with it if I have a bit of time.

Try this though: Link

Its not pretty

Spoiler:

5
July 2008 | Dragon 365
“ I see the secret patterns of magic, and through the items I carry, I can use that magic to protect you, heal you . . . or make you explode.”
Class Traits
Role: Leader. You channel arcane power into items that empower your allies and hinder your enemies.
Power Source: Arcane. The cryptic formulas of arcane magic and the complex recipes of alchemy appeal to you. You are especially knowledgeable about magic items.
Key Abilities: Intelligence, Constitution
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Orbs, rods, staffs, wands
Bonus to Defenses: +1 Fort, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Perception (Wis), Thievery (Dex)
Build Option: Battlesmith
Class Features: Arcane Replenishment, Healing Infusion
Artificers treat mastery of magic like a tech¬nical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materi¬als. With their skills, they can assemble the perfect magical object for any situation.
As an artificer, you might have learned your craft through a variety of means. You could be a formal student of arcana who became interested in magic items and arti¬facts. Maybe you’re a tinkerer who devised magic tools in a musty basement. Or perhaps you are an explorer who found your knowledge in forgotten places.
With a bandolier slung across your chest, you carry an arsenal of alchemical compounds, magical implements,
Playtest: Artificer
A
by Logan Bonner, Mike Mearls & David Noonan illustrations by William O’Connor
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.

Artificer
6
June 2008 | Dragon 364
mundane materials, and tools. You mix reagents, drink potions, and craft items. And you use your knowledge to infuse yourself and your allies with arcane power. One day, your magical skills will carry you into legend.
Creating an Artificer
This article features the battlesmith. As a battlesmith, you focus on healing allies and strengthening allies with your spells. You infuse allies’ weapons and armor with magic, creating effects that shield friends while harming enemies. Your spells rely on Intelligence for accuracy and Constitution for potency.
Battlesmith Artificer
Improved healing and powers that improve allies’ abilities are the focus of this build. Suggested powers aren’t included below because all powers in this article are intended for the build.
Suggested Feat: Durable (Human feat: Toughness)
Suggested Skills: Arcana, Heal, History, Percep¬tion, Thievery
Artificer Class Features
You have the following class features.
Arcane Replenishment
Your study of magic items has given you the abil¬ity to manipulate the power contained within such objects. You can restore energy drained from a magic item. During a short rest, you can recharge an item’s daily power. You can recharge an item that has a level less than or equal to your level + your Intelligence modifier.
You can use arcane replenishment once per day, plus you gain one additional use for each milestone you reach. An item can be recharged by arcane replen¬ishment only once per day.
Components
Your weapons, implements, and other gear are inscribed with runes and mystic patterns. You carry esoteric reagents and materials, along with tiny crafted objects that you use to create your artifices (see below). Eventually, you also pack a large number of magic items. If you don’t have what you need, you can transmute mundane materials into components. After an extended rest, you craft, imbue, or prepare the objects and compounds you need to use your powers for the day.
Healing Infusion
The artificer’s Healing Infusion class feature works like a power. The Healing Infusion class feature encompasses multiple powers. An artificer can access powers from this class feature twice per encounter. At 16th level, you can access powers from this class fea¬ture three times per encounter.
Healing Infusion: Restorative Formula Artificer Class Feature
You breathe arcane energy into a special mixture of restor¬ative compounds. You then blow that mixture into the air, focusing it on someone in need.
Encounter (Special) &#10022; Arcane, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round.
What’s aPlaytest Article
This article, presenting the artificer, is the first in a new semi-regular feature in Dragon. Every few months, we’re going to give you a sneak peek at content scheduled for release in a print product sometime in the coming year or so. That means this content is not finished. That’s right, you’re looking at something that’s still being worked on by our designers, developers, and editors.
In this case, we’re presenting the artificer, which is scheduled for release in 2009 in the Eber¬ron Player’s Guide. This article presents a single build for the artificer, from 1st to 30th level. That means that not only is this content liable to change between now and when you see the class in print, but you’re only seeing a portion of the class’s even¬tual suite of powers. Everything you see here is still eminently playable, so feel free to create your first artificer character and start playing.
Because this class isn’t done, though, we’re also asking for your feedback. If you have comments on the artificer, feel free to send them to dndinsider@wizards.com. Include the subject line “Artificer Playtest Feedback” in the subject line, and be spe¬cific! If your comments are of the “I just don’t like it” or “I think it’s great” nature, that won’t help us make this class the best it can be. The more specific you are in the nature of your comments, the better. So dig deep and tap that inner game designer!

Artificer Healing Infusion: Curative Admixture Artificer Class Feature
Casting your restorative compound into the air, you create a cloud that you infuse with arcane energy to bolster you and your comrades.
Encounter (Special) &#10022; Arcane
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Targets: You and each ally in burst
Effect: Each target can spend a healing surge to gain temporary hit points equal to your Constitution modifier + 1.
Increase the amount of temporary hit points gained to Constitution modifier + 2 at 6th level, Constitution modifier + 3 at 11th level, Constitution modifier + 4 at 16th level, Constitution modifier + 5 at 21st level, and Constitution modifier + 6 at 27th level.
Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round.
Ritual Caster
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: Make Whole (Player’s Handbook, page 309) and one other 1st-level ritual of your choice.
Implements and Weapons
Artificers make use of rods, staffs, and wands to help channel and direct their arcane powers. With¬out an implement, an artificer can still use artificer powers, including those that have the implement keyword. An artificer wielding a magic rod, staff, or wand can add its enhancement bonus to the attack rolls and the damage rolls of artificer powers, as well as artificer paragon path powers, that have the implement keyword.
Some artificer powers have the weapon keyword and often require a ranged weapon. If the ranged weapon fires ammunition, the ammunition carries the power’s effect. Otherwise, the weapon carries the effect. When the attack is made, a mundane weapon returns to the artificer like a magic thrown weapon does.
Artificer Powers
Your arcane powers are called spells, though many artificers refer to spells that instill magic in objects as “infusions.” The powers here also introduce a new keyword: artifice.
Artifice: An artifice is an object that consists of inanimate materials that are infused with and ani¬mated by magic. It does not occupy a square unless a power states otherwise. As a minor action, you can make your artifice move a number of squares equal to your Constitution modifier, or you can shift it 1 square. The artifice’s defenses equal your level + 4,
Artificer Overview
Characteristics: You direct arcane energy to protect your allies while harming your oppo¬nents. Most of your attacks are area or ranged, and you deal moderate damage. Your powers, including healing, are versatile despite these minor limitations.
Religion: Artificers favor knowledge over faith, so only a few artificers devote themselves to a specific deity. Corellon and Ioun appeal to an artificer’s passion for magic and understand¬ing, and Erathis and Moradin are natural choices for artificers due to each deity’s influence in technology, crafting, and civilization. Pious arti¬ficers might invoke any of these deities at the appropriate time.
Races: Dwarves were the first artificers, combining their race’s crafting skills with magic. Other races likely to produce artificers include humans, eladrin, gnomes, and warforged. 7 June 2008 | Dragon 364

Artificer 8 June 2008 | Dragon 364 and it has hit points equal to your healing surge value. If an artifice drops to 0 hit points or is consumed, it is destroyed. If the effect an artifice creates ends with¬out the artifice being destroyed, the artifice reverts to its inert form. You can reuse an artifice that has reverted to its inert form.
Action Type
Some artificer powers do not have an action type and instead require a longer casting time—usually a short rest. You must spend the required time to use the power because often the power requires you to craft an item, combine ingredients, or infuse an object with a large amount of arcane energy. If you are interrupted or unable to spend the required time, the power has no effect but is not expended.
Rotes
All artificers know the repair object rote, a simple spell that can aid them in daily tasks.
Repair Object Artificer Rote
You weave arcane energy into an object, restoring it to its intended structure.
Encounter &#10022; Arcane, Healing
Minor Action Melee touch
Target: One object
Effect: The target regains a number of hit points equal to your healing surge value. You cannot repair an object that has been reduced to 0 hit points.
Level 1 At-Will Spells
Thundering Armor Artificer Attack 1
Pointing your implement, you make your friend’s armor pulse with energy, protecting that ally and knocking a single foe away with the intense reverberation.
At-Will &#10022; Arcane, Implement, Thunder
Standard Action Ranged 10
Primary Target: One ally
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary target
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target.
Increase damage to 2d6 + Intelligence modifier at
21st level.
Aggravating Force Artificer Attack 1
When your infused weapon strikes an enemy, the weapon unleashes a force that amplifies subsequent damage.
At-Will &#10022; Arcane, Force, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage. Until the end of your next turn, the next attack against the target from one of your allies gains a +2 power bonus to the attack roll.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Level 1 Encounter Spells
Spike Wire Artificer Attack 1
As your projectile flies forward, with it goes a barbed wire of arcane energy that entangles foes. Afterward, further attacks drive the barbs into those foes.
Encounter &#10022; Arcane, Force, Weapon
Standard Action Area burst 1 within weapon range
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier force damage, and attacks against the target gain a +2 bonus to damage rolls until the end of your next turn.
Shielding Cube Artificer Attack 1
You launch a miniscule cube covered in runes into the fray. The cube exudes an aura that bashes nearby foes and shields your allies.
Encounter &#10022; Arcane, Artifice, Force, Implement
Standard Action Ranged 10
Requirement: You must be wielding a ranged weapon.
Effect: Your artifice lands in a square adjacent to an enemy within range. Until the end of your next turn, you and any ally adjacent to or occupying the same square as the artifice gain a +1 power bonus to AC. Make an attack.
Target: One creature adjacent to the artifice
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage.

Artificer 9 June 2008 | Dragon 364 Level 1 Daily Spells
Lifetap Artificer Attack 1
With your implement, you launch one infused dart at an ally and one at an adversary. The foe’s dart transfers life force to your friend in a golden flash.
Daily &#10022; Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage, and an ally within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and the ally gains 5 temporary hit points.
Caustic Rampart Artificer Attack 1
You infuse energy into spilled liquid reagents, throwing up a defensive wall of acidic fumes.
Daily &#10022; Acid, Arcane, Conjuration, Implement
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with acid. It can be up to 5 squares long and up to 2 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn in or adjacent to the wall takes 1d6 + Intelligence modi¬fier acid damage. The wall is difficult terrain, and the wall’s squares are lightly obscured.
Sustain Minor: The wall persists.
Level 2 Utility Spells
Restorative Infusion Artificer Utility 2
You direct restorative compounds at a comrade, who can then breathe those agents toward another member of your party.
Daily &#10022; Arcane
Standard Action Ranged 10
Target: You or one ally
Effect: The target gains 20 temporary hit points. As a minor action, the target can transfer any number of temporary hit points to an ally within 5 squares.
Arcane Springboard Artificer Utility 2
Infusing a small square of prepared cloth with arcane energy, you create a bouncy surface that launches any who step on it in a desired direction.
Daily &#10022; Arcane, Artifice
Standard Action Ranged 10
Effect: Your artifice lands in a square within range. You and any ally who enters the artifice’s square can jump a number of squares equal to your Constitution modi¬fier. The jump does not count against a character’s speed. The effect lasts until the end of your next turn.
Sustain Minor: The effect persists.
Level 3 Encounter Spells
Altered Luck Artificer Attack 3
By channeling a specific pattern of energy into an ally’s equipment, you alter the flow of fortune.
Encounter &#10022; Arcane, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: The target takes a –2 penalty to attack rolls, skill checks, ability checks, and savings throws until the end of your next turn.
Effect: One ally in the burst gains a +2 bonus to an attack roll, a skill check, an ability check, or a saving throw before the end of your next turn. The ally can use the bonus after determining the result of a roll.
Fiery Infusion Artificer Attack 3
Sigils on your projectile glow as you infuse them. The mis¬sile generates a blazing matrix on impact, roasting your foes and igniting your allies’ weapons with arcane fire.
Encounter &#10022; Arcane, Fire, Weapon
Standard Action Area burst 1 within weapon range
Requirement: You must be wielding a ranged weapon.
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1[W] + Intelligence modifier fire damage.
Effect: Each ally in the burst deals 2 extra fire damage whenever he or she hits with a melee attack until the end of your next turn.
Level 5 Daily Spells
Predatory Shards Artificer Attack 5
On impact, your rune-inscribed projectile creates a cloud of magical shards hostile to your enemies.
Daily &#10022; Arcane, Force, Weapon, Zone
Standard Action Area burst 1 within weapon range
Requirement: You must be wielding a ranged weapon.
Target: Each enemy in burst
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of magical shards that lasts until the end of the encounter. An enemy that starts its turn in the zone takes 5 force damage.

Artificer 10 June 2008 | Dragon 364 Dancing Weapon Artificer Attack 5
Your weapon flies from your hand and harries one of your enemies.
Daily &#10022; Arcane, Artifice, Implement, Weapon
Standard Action Ranged 10
Target: One creature
Effect: A melee weapon you are holding becomes an artifice, but reducing this artifice to 0 hit points only ends this effect, rather than destroying the weapon. The weapon enters a square in the target’s space and makes an attack against the target. If the target moves, the weapon moves with it. If the target moves beyond the power’s range or is killed, the effect ends. Other¬wise, the effect lasts until the end of your next turn.
Attack: Intelligence + weapon’s proficiency bonus vs. AC. Before you make the attack roll, choose whether to use the enhancement bonus, critical dice, and properties of your weapon or your implement for the damage roll.
Hit: 1[W] + Intelligence modifier damage.
Sustain Minor: When you sustain the power, repeat the attack.
Level 6 Utility Spells
Regeneration Infusion Artificer Utility 6
You tie an ally’s equipment to a steady flow of arcane energy, which restores your friend’s vigor.
Daily &#10022; Arcane, Healing
Standard Action Ranged 10
Target: You if you’re bloodied or one bloodied ally
Effect: The target gains regeneration 2 until the end of your next turn.
Sustain Minor: The effect persists.
Phantom Structure Artificer Utility 6
By arranging small objects in your hand, you create an ephemeral structure made of magical force.
Daily &#10022; Arcane, Conjuration
Standard Action Ranged 5
Effect: You conjure a bridge, a staircase, or a ladder (see below) that appears in a space within range. The effect lasts until the end of your next turn.
Bridge: The bridge is 2 squares wide and a number of squares long equal to twice your Constitution modifier.
Spiral Staircase: The staircase occupies a space 2 squares on a side and is a number of squares tall equal to twice your Constitution modifier. The stairs are 1 square wide.
Straight Staircase: The staircase’s base occupies 1 square, and the staircase rises 1 square vertically for each square it has in length. It is a number of squares long equal to twice your Constitution modifier.
Ladder: The ladder occupies 1 square and is a num¬ber of squares tall equal to twice your Constitution modifier.
Sustain Minor: The structure or object persists.
Level 7 Encounter Spells
Gale-Force Infusion Artificer Attack 7
You charge an ally’s armor with potential that erupts like a vicious blast of wind that churns the air for a moment.
Encounter &#10022; Arcane, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst centered on one ally
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage, and you slide the target 2 squares.
Effect: The ally gains a +4 power bonus to AC against ranged attacks until the end of your next turn.
Runic Resistance Artificer Attack 7
Using your implement, you hurl sigil-scribed ceramic sphere that blasts your foes and covers your allies in protective veils.
Encounter &#10022; Arcane, Implement; Acid, Cold, Fire, or Lightning
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage of a type you choose: acid, cold, fire, or lightning.
Effect: Each ally in the burst chooses a damage type—acid, cold, fire, or lightning—and gains resistance equal to 5 + your Constitution modifier against that damage type until the end of your next turn.
Level 9 Daily Spells
Lightning Motes Artificer Attack 9
Channeling arcane energy into receptive ferrous dust, you create lightning that you then spread on your foes.
Daily &#10022; Arcane, Implement, Lightning
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier lightning damage, and the target is dazed (save ends). Each time the tar¬get fails the saving throw, it takes 5 lightning damage.
Aftereffect: Ongoing 5 lightning damage (save ends).
Miss: Half damage, and ongoing 5 lightning damage (save ends).

Artificer 11 June 2008 | Dragon 364 Brittleskin Infusion Artificer Attack 9
Your rune-scribed projectile calcifies flesh and causes your foe to falter.
Daily &#10022; Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and the target is slowed and gains vulnerable 5 to melee attacks (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Level 10 Utility Spells
Healing Figurine Artificer Utility 10
You imbue a small model of a robust figure with your own life force, causing it to emit a golden aura.
Daily &#10022; Arcane, Artifice, Healing
Standard Action Ranged 10
Effect: You spend a healing surge while creating the artifice, but you regain no hit points for doing so. Your artifice lands in a square within range. The artifice has hit points equal to twice your healing surge value. As a minor action, you or any ally adjacent to or occupying the same space as the artifice can remove a number of hit points from the artifice to regain the same num¬ber of hit points. The effect lasts until the artifice’s hit points are depleted or until the end of the encounter.
Slick Concoction Artificer Utility 10
You direct magic-infused liquid under an ally’s boots, causing her to slip suddenly forward.
Encounter &#10022; Arcane
Move Action Ranged 5
Target: One ally
Effect: You slide the target 5 squares.
Level 13 Encounter Spells
Barbed Automaton Artificer Attack 13
You hurl a small knot of inscribed barbed wire, which grows and springs to life, attacking your foes.
Encounter &#10022; Arcane, Artifice, Implement
Standard Action Ranged 10
Effect: Your artifice lands in a square within range. The artifice occupies a square and counts as an ally for the purpose of flanking. The artifice makes an attack against an enemy that begins its turn adjacent to the artifice or enters a square adjacent to it. The effect lasts until the end of your next turn.
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage.
Forceful Missile Artificer Attack 13
You infuse a rune-inscribed projectile with magic, making it deliver an impact that belies its size.
Encounter &#10022; Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and the target is pushed 3 squares and knocked prone.
Level 15 Daily Spells
Lightning Matrix Artificer Attack 15
Pouring arcane power into your armor, you create a crackling pattern that lashes at your foes with tendrils of electricity.
Daily &#10022; Arcane, Implement, Lightning
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier lightning damage.
Effect: Until the end of the encounter, any enemy that begins its turn adjacent to you takes 5 lightning damage and is dazed until the end of your next turn.
Hornet Shot Artificer Attack 15
Your weapon buzzes with toxic energy as you infuse it with magic. When it strikes your target, the weapon emits a cloud of hornet-like motes that sting your foe and nearby enemies.
Daily &#10022; Arcane, Poison, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier poison damage, and the target takes ongoing 10 poison damage and grants combat advantage to you and your allies (save ends both).
Effect: Until the end of the encounter, an enemy that begins its turn adjacent to the target takes 5 poison damage.

Artificer 12 June 2008 | Dragon 364 Level 16 Utility Spells
Good Luck Charm Artificer Utility 16
You infuse a small object with luck-altering energy.
Daily &#10022; Arcane, Artifice
Short Rest Personal
Effect: You create an artifice that can be held. As a minor action, a creature holding the artifice can use it to gain a +5 bonus to its next saving throw or skill check. The effect lasts until it is used or until the end of your next extended rest.
Ironhide Infusion Artificer Utility 16
You crush a bit of hard material in your hand, infusing it with protective magic. Then you use your implement to direct the dust onto an ally’s armor.
Encounter &#10022; Arcane
Minor Action Ranged 10
Target: You or one ally
Effect: The target gains a +4 bonus to AC until the end of your next turn.
Level 17 Encounter Spells
Skipping Shot Artificer Attack 17
Infusing a projectile with volatile energy, you send the weapon ricocheting among opponents.
Encounter &#10022; Arcane, Force, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
Effect: Make a secondary attack.
Secondary Targets: One or two creatures other than the primary target (the primary target can be a secondary target if the primary attack missed)
Secondary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
Earth’s Embrace Artificer Attack 17
You transpose a glowing rune of force onto an ally’s armor and send him skating across the ground, crashing into nearby foes.
Encounter &#10022; Arcane, Force, Implement
Standard Action Ranged 10
Primary Target: One ally
Effect: You slide the primary target 3 squares and then make an attack.
Secondary Target: Each enemy adjacent to the primary target
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage. You slide the secondary target 1 square, and it is immobilized until the end of your next turn.
Level 19 Daily Spells
Strangling Rope Artificer Attack 19
Weaving magic into a prepared rope, you transform it into a whirling, grasping artifice.
Daily &#10022; Arcane, Artifice, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: Each square within the area counts as a separate artifice. Destroying the artifice in one square removes the artifice from only that square. Enemies treat the area as difficult terrain, and an enemy that enters or begins its turn in the area is slowed until the end of its next turn. The effect lasts until the end of your next turn.
Burrowing Projectile Artificer Attack 19
When your magic-infused shot strikes a foe, the projectile spins like a top, burrowing into the creature and leaving it vulnerable to attacks.
Daily &#10022; Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and the target grants combat advantage to you and your allies and takes ongoing 5 damage (save ends both). If the target is killed before ongoing damage from this power ends, the closest enemy within 5 squares of the target takes ongoing 5 damage (save ends).
Aftereffect: Ongoing 5 damage (save ends).
Miss: Half damage, and the target grants combat advantage to you and your allies (save ends).
Level 22 Utility Spells
Hero’s Elixir Artificer Utility 22
Using your own life force, you transmute a small vial of water into a potent healing draft.
Daily &#10022; Arcane, Artifice, Healing
Short Rest Personal
Effect: You spend a healing surge to create a healing draft, instead of regaining hit points. A character can take a minor action to consume the artifice to regain hit points equal to twice your healing surge value. In addition, the character can make a saving throw against each effect that a save can end. The artifice lasts until consumed or until your next extended rest.
Four-Winds Bag Artificer Utility 22
You mix reagents to create a windstorm within a small cloth bag, and then you unleash the winds to move you and your allies.
Encounter &#10022; Arcane
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: You slide each target 3 squares.
Artificer 13 June 2008 | Dragon 364 Level 23 Encounter Spells
Armor of Acid Artificer Attack 23
You direct prepared liquid onto an ally’s armor, which takes on a green cast and emits noxious fumes.
Encounter &#10022; Acid, Arcane, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst centered on one ally
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier acid damage
Effect: The ally gains resist 15 acid. Until the end of your next turn, any creature that makes a melee attack against the ally takes 5 acid damage.
Prismatic Shot Artificer Attack 23
You activate runes on your weapon, causing it to emit multicolored light as it zooms toward your foe.
Encounter &#10022; Arcane, Cold, Poison, Psychic, Weapon
Standard Action Ranged weapon
Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier poison damage, and the target is blinded until the end of your next turn.
Effect: Make a secondary attack against the target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Effect: Make a tertiary attack against the target.
Tertiary Attack: Intelligence vs. Will
Hit: 1[W] + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Level 25 Daily Spells
Trio of Biting Blades Artificer Attack 25
The three rune-inscribed blades you fling at your opponent surround the creature and bite deep when it attacks or moves.
Daily &#10022; Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target takes 10 damage if it moves or attacks on its turn (save ends).
Aftereffect: The target takes 5 damage if it moves or attacks on its turn (save ends).
Miss: Half damage, and the target takes 5 damage if it moves or attacks on its turn (save ends).
All-Consuming Missile Artificer Attack 25
Your sigil-inscribed projectile ignites and engulfs your foe in hungry flames.
Daily &#10022; Arcane, Fire, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier fire damage, and the target takes ongoing 10 fire damage and is blinded (save ends both). If the target fails its first saving throw against this power, the ongoing fire damage increases to 15 damage. If the target fails its second saving throw against this power, the ongoing fire damage increases to 20 damage.
Miss: Half damage, and ongoing 5 fire damage (save ends).
Level 27 Encounter Spells
Grave-Dust Cloud Artificer Attack 27
You direct a bag of ash at your foes, which explodes in a pale cloud that saps their life and transfers it to your allies.
Encounter &#10022; Arcane, Healing, Implement, Necrotic
Standard Action Area burst 3 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier necrotic damage. Each ally in the burst regains hit points equal to half the damage and gains a +1 power bonus to attack rolls and all defenses until the end of your next turn.
Living Caltrop Swarm Artificer Attack 27
You direct a handful of spiked orbs across an area. After stinging your foes, the caltrops explode.
Encounter &#10022; Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence + 2 vs. AC
Hit: 3d8 + Intelligence modifier damage.
Effect: Enemies in the area grant combat advantage. At the end of your next turn, each creature in the area takes 2d10 + Constitution modifier fire damage, and the effect ends.
Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.

Artificer 14 June 2008 | Dragon 364 Level 29 Daily Spells
Bitterfrost Bolt Artificer Attack 29
The sigils etched onto your weapon steam with bitter cold. On impact, the missile releases its wintery potential, trans¬muting your enemy into an ice-covered form.
Daily &#10022; Arcane, Cold, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3[W] + Intelligence modifier cold damage, and the target is immobilized and takes vulnerable 10 to all damage (save ends both).
Aftereffect: The target is slowed and takes vulnerable 5 to all damage (save ends both).
Miss: Half damage, and the target is slowed and takes vulnerable 5 to all damage (save ends both).
Sigils of Shadow Tendrils Artificer Attack 29
Tracing a magic pattern in the air with your implement, you cause baleful, violet runes to appear on an ally’s armor. Tentacles of darkness erupt from the pattern and attack nearby enemies.
Daily &#10022; Arcane, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst centered on one ally
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier damage, and the target is blinded and slowed (save ends both). Whenever the target fails its saving throw against this power, you can slide it 1 square.
Miss: Half damage, and the target is blinded (save ends).
Effect: Until the end of the encounter, any creature that attacks the ally is blinded until the end of your next turn.
Magic Items
If there’s one thing that sets artificers apart from other spellcasters, it’s the way they use magic items. The items below include a few sample items that an artificer is likely to pick up in his or her adventuring career.
Rod of Deadly Casting Level 2+
Infused with war magic and covered in death symbols, this rod amplifies lethal magical strikes.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus. If you roll a 10, you can roll the die again and add the result.
Rod of Runic Resistance Level 2+
The elemental runes on this thick baton mark it as an artificer’s implement. It augments spells that protect against energy.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Affects artificers only. Resistance granted by your artificer powers that lasts until the end of your next turn instead lasts an extra round (until the end of your turn on the subsequent round).
Power (Daily): Minor Action. Area burst 1 within 10 squares. You and each ally in the burst chooses a damage type—acid, cold, fire, or lightning—and gains resist equal to 5 + your Constitution modifier against that damage type until the end of your next turn.
Ingot Liberatis Level 19+
An entwining runic pattern covers this heavy metal bar, which aids in freeing your allies from adverse effects.
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Lvl 24 +5 525,000 gp
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free action. Use this power when you hit with an attack using this rod. An ally within 10 squares of you can make a saving throw against an effect that a save can end. If the effect has the charm, fear, or polymorph keywords, the ally gains a +2 bonus to the saving throw.
Stonemeld Armor Level 8+
The stony surface of this sigil-covered armor can harden to briefly absorb the brunt of attacks.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Armor: Cloth, Leather
Enhancement: AC
Power (Daily): Minor action. You gain resist 5 to all damage until the end of your next turn. When you use this power, you can expend one of your arcane encounter or daily powers to increase the resistance by 5.
Level 23 or 28: You gain resist 10 to all damage.
Reparation Apparatus Level 6
This gauntlet-like contraption enhances your ability repair constructs.
Item Slot: Hands 1,800 gp
Property: When you use a healing power on a construct, that creature regains an additional 2d6 hit points. When you use a power to grant temporary hit points to a construct, that creature gains an additional 2d6 temporary hit points.
Cannith Goggles Level 1
These goggles enhance your vision and can be empowered by magic to improve your vision even more.
Item Slot: Head 360 gp
Property: You gain a +2 item bonus to Perception checks.
Power (Daily): Minor action. Expend an arcane encounter or daily power to use this power. You gain darkvision until the end of the encounter or for 5 minutes if you expended an encounter power or until the end of your next extended rest if you expended a daily power.
About the Authors
Logan Bonner traded the Great Plains of Kansas for Seattle when he landed a job at Wizards of the Coast. As a mechanical designer, he has worked on Dungeon Tiles, D&D Miniatures, Forgotten Realms Player’s Guide, and Adventurer’s Vault.
Mike Mearls is the Lead Developer for the Dungeons & Dragons roleplaying game. His recent credits include H1: Keep on the Shadow¬fell and Player’s Handbook II (v.3.5).
David Noonan is a game designer for Wizards of the Coast, Inc. He contributed to the 4th edition core rules and co-wrote the Scepter Tower of Spellgard adventure. He lives in Washington state with his wife and two children.
Artificer
15
June 2008 | Dragon 364


Kvantum wrote:
Does anybody else notice the chick at the end's total lack of a belly button?

OMG it all makes sense now, Eve was a DnD Character.


One the one hand, this is very much the type of article that DDI really needs to justify itself. This is a step in the right direction, even if it's many months late.

On the other, the Artificer actually seems to present the 'samey' issue all over again. Much of the class's actual differences are in the flavor text, but NOT in how things work. Effects are, again, largely duplicated in the powers, and, mechanically, there just isn't much different between the Artificer and (oddly), the Cleric or Warlock.

So, ultimately, it's a mixed bag.


vance wrote:

One the one hand, this is very much the type of article that DDI really needs to justify itself. This is a step in the right direction, even if it's many months late.

On the other, the Artificer actually seems to present the 'samey' issue all over again. Much of the class's actual differences are in the flavor text, but NOT in how things work. Effects are, again, largely duplicated in the powers, and, mechanically, there just isn't much different between the Artificer and (oddly), the Cleric or Warlock.

So, ultimately, it's a mixed bag.

There are many differences between them. The ability to recharge magical items, and the abilities to (re)create and use artifices is a pretty huge difference.


Azigen wrote:
There are many differences between them. The ability to recharge magical items, and the abilities to (re)create and use artifices is a pretty huge difference.

But all of that was part of fluff. The items themselves aren't really even referenced as anything other than more powers, and the power effects are... exactly the same as every bloody thing else.

It's something that we'll have to get used to, I guess.

Scarab Sages

Azigen wrote:
I am glad we have a second leader class now.

Second? You mean third? Cleric, Warlord, and now, Artificer. I don't know about anyone else, but I just want them to throw up another d*** controller.


Karui Kage wrote:
Azigen wrote:
I am glad we have a second leader class now.
Second? You mean third? Cleric, Warlord, and now, Artificer. I don't know about anyone else, but I just want them to throw up another d*** controller.

You are correct. Coffee was still kicking in.


vance wrote:
Azigen wrote:
There are many differences between them. The ability to recharge magical items, and the abilities to (re)create and use artifices is a pretty huge difference.

But all of that was part of fluff. The items themselves aren't really even referenced as anything other than more powers, and the power effects are... exactly the same as every bloody thing else.

It's something that we'll have to get used to, I guess.

Actually, thats crunch. It's completely mechanicaly. The fluff explains why they can do it. Also a large part of their powers are even about combat (creating ladders, stair cases, and a few other things).

Couple that with the new mechanic for longer casting times for a couple of abilities ( I am sure we will see more as the class is completed) the artificer stands out.


Azigen wrote:
Actually, thats crunch. It's completely mechanicaly. The fluff explains why they can do it. Also a large part of their powers are even about combat (creating ladders, stair cases, and a few other things).

I saw that, though most of them, as you admit, are still just damage-throwers. It's not AWFUL, but I think it does a lot more to show 4E's overall shortcomings than strengths.

more... wrote:
Couple that with the new mechanic for longer casting times for a couple of abilities ( I am sure we will see more as the class is completed) the artificer stands out.

Which, actually, is part of what I meant. The Artificier doesn't feel all that different to me (which, I admit is subjective). Mechnically, it's largley still the same as other casters, and a lot of very same-effect abilities. I just feel that there should have been more 'something different' in how they played, which seems missing here.


vance wrote:
Azigen wrote:
Actually, thats crunch. It's completely mechanicaly. The fluff explains why they can do it. Also a large part of their powers are even about combat (creating ladders, stair cases, and a few other things).

I saw that, though most of them, as you admit, are still just damage-throwers. It's not AWFUL, but I think it does a lot more to show 4E's overall shortcomings than strengths.

more... wrote:
Couple that with the new mechanic for longer casting times for a couple of abilities ( I am sure we will see more as the class is completed) the artificer stands out.

Which, actually, is part of what I meant. The Artificier doesn't feel all that different to me (which, I admit is subjective). Mechnically, it's largley still the same as other casters, and a lot of very same-effect abilities. I just feel that there should have been more 'something different' in how they played, which seems missing here.

I think it may be some of this


Azigen wrote:
I think it may be some of this

Possible. 4E's emphasis on very samey mechanics all over the place while ignoring fluff is a killer. Some colorful examples all over the place would have helped dramatically, I suspect.

The Exchange

vance wrote:
Azigen wrote:
There are many differences between them. The ability to recharge magical items, and the abilities to (re)create and use artifices is a pretty huge difference.

But all of that was part of fluff. The items themselves aren't really even referenced as anything other than more powers, and the power effects are... exactly the same as every bloody thing else.

It's something that we'll have to get used to, I guess.

So show us another character that can recharge a magic item or store infusions in one.


crosswiredmind wrote:
So show us another character that can recharge a magic item or store infusions in one.

Tell me, is the need to defend 4E material at any cost just instinctual with you? Are you getting paid for it? I mean, even in my discussions directly WITH Mike Mearls and Rich Baker, I've never seen such kneejerk reactions.

As I already said, though the fluff (and, admittedly, a little of the crunch) have the Artificers as being DESCRIBED in different terms, the end effects of their powers and abilties are the same as that as other races.

I sigh dejectedly because that seems to be the whole point of 4E.


It is the point yes. 3.5 began introducing way too many different mechanics to do essentially the same thing. A few that spring to mind are psionics, infusions, incantations, all the stuff in book of nine swords, the tome of magic book, etc. and the list goes on.

4E renamed all of these things as "powers" and many of them do different things, but essentially, they all use the exact same mechanics. Is this less complex? Yes. Does it remove any options for character creation? Some....maybe. Is the trade off worth it? Depends on the person I suppose.

Ultimately, all of these abilities, spells, etc. etc. did something within the rules. They all did something such as dealt damage, heal, impose conditions, remove conditions, impose penalties, remove penalties, help solve puzzles/questions, avoid or circumvent obstacles. Do the 4E rituals/powers do all of these? Yup, although now they are separated into a larger range of levels than before.


Pop'N'Fresh wrote:
It is the point yes. 3.5 began introducing way too many different mechanics to do essentially the same thing. A few that spring to mind are psionics, infusions, incantations, all the stuff in book of nine swords, the tome of magic book, etc. and the list goes on.

Personally, and this is just me personally, I think they may have gone too far in the other direction - at least in that sense. While it's true that 3.5 had far too many mechanics for similar things, I don't think it makes sense to have 'same feeling' mechanics for DIFFERENT things.

For instance, yes, streamlining the magic system makes sense, as each spell used to largely be it's own rule. But, now, fighters and rogue have powers that work the EXACT SAME WAY? That was a lot harder for me to rationalize. Artificers, to me, should have had something within existing mechanics, or a slight modification of, to make them still unique in style.


vance wrote:
the end effects of their powers and abilties are the same as that as other races. I sigh dejectedly because that seems to be the whole point of 4E.

I get that, too. And I sigh dejectedly.

I want to like 4e, but it just doesn't feel like there's any real depth -- it's little more than a collection of combat powers, all designed to insure that every class is equally survivable and can do equal damage in any and all encounters.

Everything beyond that is just a thin veneer to conceal the blandness.

Sorry, it's a little severe -- I'm going through one of my more critical mood swings with the new edition. Maybe tomorrow I'll like it again :/


You need some kind of mood balancer friend. I recommend tequila. ;)


vance wrote:
I just feel that there should have been more 'something different' in how they played, which seems missing here.

I'm not sure 4e classes can be played differently.

You step into combat -- at range, you pick your best ranged power, which does the same damage as everyone else's best ranged power. When you close, you then switch to your best melee power, which still does the same damage as everyone else's -- sooner or later I'm going to stop caring whether or not it's done with an arrow or a spell.

Occasionally, an area-effect power is more appropriate -- it doesn't matter which character chooses to use one, they all have the same end result.

As they said in The Incredibles -- "when everybody is special, nobody is."

Zzzzzzz...

Scarab Sages

David Marks wrote:
You need some kind of mood balancer friend. I recommend tequila. ;)

Depends on the quantity ingested, I fear. With too much tequila, he might just burn the books! ;-)

Scarab Sages

Tatterdemalion wrote:
As they said in The Incredibles -- "when everybody is special, nobody is."

That's EXACTLY the quote my wife pulled off after looking at the 4E PHB.


The Red Death wrote:
Tatterdemalion wrote:
As they said in The Incredibles -- "when everybody is special, nobody is."
That's EXACTLY the quote my wife pulled off after looking at the 4E PHB.

Yeah. Like I said, I fear they went TOO FAR in 'balancing' the mechanics, so that instead of 1+3, 2x2, etc, they got 4,4,4,4,4... making everything too identical outside of the flavor text.


David Marks wrote:
You need some kind of mood balancer friend. I recommend tequila. ;)

Good idea. It's quite a roller coaster I'm on with 4e :/

When you get right down to it, my favorite part is the new wizard -- magic feels like it does in Harry Potter, which is a good thing. Vancian magic needed to be eliminated long ago.

And some other things have been nicely streamlined.

But the character advancement table on page 29 of the Players Handbook depresses me -- it emphasizes the extraordinary sameness of the character classes.

And I ache for a class or race with an actual disadvantage :/


Tatterdemalion wrote:
vance wrote:
I just feel that there should have been more 'something different' in how they played, which seems missing here.

I'm not sure 4e classes can be played differently.

You step into combat -- at range, you pick your best ranged power, which does the same damage as everyone else's best ranged power. When you close, you then switch to your best melee power, which still does the same damage as everyone else's -- sooner or later I'm going to stop caring whether or not it's done with an arrow or a spell.

Occasionally, an area-effect power is more appropriate -- it doesn't matter which character chooses to use one, they all have the same end result.

As they said in The Incredibles -- "when everybody is special, nobody is."

Zzzzzzz...

Have you tried 4E yet Tat? From a read it may seem that way, but when you're playing you're much more focused on what your powers DO, not in just the damage it can deal (at least that's my experience) :)


David Marks wrote:
Have you tried 4E yet Tat? From a read it may seem that way, but when you're playing you're much more focused on what your powers DO, not in just the damage it can deal (at least that's my experience) :)

Honestly, not yet.

Right now I'm only playing with characters and adventure ideas for our group. Hopefully, when we start playing, it'll prove itself and I can get past these apprehensions.

For now, I'd ask everyone to not take me too seriously :)


Tatterdemalion wrote:


For now, I'd ask everyone to not take me too seriously :)

Well, I don't think you have to worry too much about THAT! :P


I had a chance to play an artificer for roughly four encounters tonight in a short session since me and some friends had some time to kill. We keep a collection of characters on hand that we are slowly advancing to check out progressions, options, and mechanics at higher levels. Kind of like training for the real games that we do on Mondays.

Since I was playing a human cleric before, I just swapped him out with a 3rd-level gnome artificer to see how it went. It was a lot of fun, but I think that with both types of healing infusions that it might be a bit too good. Generally when combat broke out I rolled out the one that grants temp hit points to everyone, and then rolled out my shield cube in a strategic spot to grant AC to a fighter and bombard an enemy with force damage. After that it was a matter of blasting enemies with lightning damage until the other infusion was needed.

Played a bit like the cleric, except I was a bit softer and granted mostly AC buffs instead of temp hit points and attack bonuses. So, same role, different style, different emphasis.

I had a chance to use the wall of acid effect, which melted a whole crapload of minion-grade hobgoblins, but I dont think its that powerful: you only take damage from starting next to it, much to the chagrin of the guys trying to push foes back into it. It also burned a minor action to sustain and did crap damage.


Tatterdemalion wrote:
vance wrote:
the end effects of their powers and abilties are the same as that as other races. I sigh dejectedly because that seems to be the whole point of 4E.

I get that, too. And I sigh dejectedly.

I want to like 4e, but it just doesn't feel like there's any real depth -- it's little more than a collection of combat powers, all designed to insure that every class is equally survivable and can do equal damage in any and all encounters.

Everything beyond that is just a thin veneer to conceal the blandness.

Sorry, it's a little severe -- I'm going through one of my more critical mood swings with the new edition. Maybe tomorrow I'll like it again :/

The real test of this though is how it plays at the actual table. I mean we can read about this in the books and even get kind of bored doing so because there is less change up in what we are reading.

However the goal seems to be to stream line the mechanics down and the claim is that the mechanics themselves can be streamlined down and yet the feel at the table remains significantly different. I've not played enough to be sure that they have managed to pull off this goal but I do suspect that its fundamentally there most of the time anyway. My major reason for feeling this is the strong emphasis on class roles in the design. Class roles implicitly imply that the classes have a different feel in actual game play. Presuming that they achieve a different feel in actual game play I am perfectly happy to jetson the idea that we need whole different mechanics for each of the classes. It makes the game significantly more user friendly if knowing the basics, mechanically, of how to play the fighter tells us the basics, mechanically, of how to play the artificer or the wizard.

4E is presuming that the 'fun' is in learning how to play a wizard, artificer, or fighter not from a mechanical point of view but from the point of view of how the class is the same or different from the other classes in the group and how the player can best use their class to contribute to the adventure.

Now there are going to be people for whom this rubs one the wrong way. A surprising number of us probably like reading rule books because... well because we actually like reading rule books.

My business partner is like this - Iron Heros and Arcana Unearthed were purchases he made knowing full well he'd never actually play them - he just wanted to read the rules. Still when one is crafting a game system I think its at least a reasonable option to decide to streamline things if you believe you can still get the flavour from using the same mechanic in interesting and different way.

I suspect it will be some significant time before we get to Splat books where classes are created that use entirely different mechanical systems then the basic power source model (and it will probably be a sign that WotC is desperately trying to hold onto declining market share as splat book fatigue starts to set in). We'll get a little on top of the basic model, things like maybe an Animal Companion for Druids but that will be just little tweaks here and there. The core will likely remain the power source model for the foreseeable future.


Tatterdemalion wrote:
David Marks wrote:
Have you tried 4E yet Tat? From a read it may seem that way, but when you're playing you're much more focused on what your powers DO, not in just the damage it can deal (at least that's my experience) :)

Honestly, not yet.

Right now I'm only playing with characters and adventure ideas for our group. Hopefully, when we start playing, it'll prove itself and I can get past these apprehensions.

For now, I'd ask everyone to not take me too seriously :)

For the record, my session last night included only 1 fight. The rest was all role play and skill challneges.

The Exchange

vance wrote:
crosswiredmind wrote:
So show us another character that can recharge a magic item or store infusions in one.

Tell me, is the need to defend 4E material at any cost just instinctual with you? Are you getting paid for it? I mean, even in my discussions directly WITH Mike Mearls and Rich Baker, I've never seen such kneejerk reactions.

As I already said, though the fluff (and, admittedly, a little of the crunch) have the Artificers as being DESCRIBED in different terms, the end effects of their powers and abilties are the same as that as other races.

I sigh dejectedly because that seems to be the whole point of 4E.

You say the artificer does exactly the same thing as the other classes. I present an example of something that they do that no other class can and you get pissed at me? How does that make any sense at all?

If the classes are all the same then why not show us what makes that true instead of hurling personal attacks at anyone that points out why you are wrong.

The Exchange

Tatterdemalion wrote:
vance wrote:
I just feel that there should have been more 'something different' in how they played, which seems missing here.

I'm not sure 4e classes can be played differently.

You step into combat -- at range, you pick your best ranged power, which does the same damage as everyone else's best ranged power. When you close, you then switch to your best melee power, which still does the same damage as everyone else's -- sooner or later I'm going to stop caring whether or not it's done with an arrow or a spell.

Occasionally, an area-effect power is more appropriate -- it doesn't matter which character chooses to use one, they all have the same end result.

As they said in The Incredibles -- "when everybody is special, nobody is."

Zzzzzzz...

The classes do play differently. They are not all effective at range, or in melee, or with area attacks, or with healing, etc. etc. etc.

The classes are qualitatively different. The roles - leader, stiker, defender, and controller - are actually different.

Just because any given PC can be effective in any given encounter does not mean they are the same. Each PC class has its own unique abilities and qualities.


I prefer "When everybody is special, awesomeness begins!" - I need to use that in a drama session sometime...

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