Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
I haven't looked at the finalized Artificer but mechanically the last UA round was Ranger but better.

And I mean sure you can point people towards UA but not all tables nor AL will take UA, and also the UA Beast Conclave is pretty loving bad.

Adbot
ADBOT LOVES YOU

Kung Food
Dec 11, 2006

PORN WIZARD
How has the UA beastmaster changed? Does it still take an action to tell your bear to bite something?

Ryuujin
Sep 26, 2007
Dragon God
Was the UA Beast Conclave that bad? I thought it was generally taken as fairly okay, and a lot better than the base Ranger Beastmaster. Though yeah the alternate class features thing is an UA, and so not AL legal right now. But it felt like it had a good chance of getting put into an official book, though it if did it would pretty much have to be available to all AL characters instead of as the +1 book or else it would be garbage.

It didn't really seem like the Artificer companion option was all that good, or much different from the Ranger one. It didn't really seem to scale much if at all, other than hit points. Though it did seem like there was an improved version eventually. That said I haven't had a chance to check the finalized version because I don't have Artificer available anymore and I am not buying any of the new Eberron book stuff until it has finalized what I already own and isn't going to have me rebuy a ton of stuff I already paid for.

Like right now it is giving me a 3 dollar discount on the new book and showing a bunch of stuff I already paid for with Wayfinder as still purchasable instead of owned already. It is a minuscule reduction in price when I already payed for the 20, or 30?, dollar book that seems to have all of its content reprinted in the new Eberron Last War book.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Ryuujin posted:

Was the UA Beast Conclave that bad? I thought it was generally taken as fairly okay, and a lot better than the base Ranger Beastmaster.

Beast Conclave Ranger doesn't get Extra Attack, making it the absolute worst martial.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Dexo posted:

Off the top

Changelings, NuOrcs/NuHalf Orcs, Kalashtar, Shifter, Warforged


Only Class is Artificer, with Alchemist, Artillerist, and Battlesmith.

Also all of the Dragonmark variants.


Keith Baker also did a post on his blog, about some changes in the book from the original version of Eberron and stuff.
http://keith-baker.com/eberron-rising-from-the-last-war/

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.
Level 6 Artificer gets

quote:


HOMUNCULUS SERVANT
Tiny construct, neutral
Armor Class 13 (natural armor)
Hit Points equal the homunculus’s Constitution modifier + your Intelligence modifier + your level in this class
Speed 20 ft., fly 30 ft.

STR

4 (−3)

DEX

15 (+2)

CON

12 (+1)

INT

10 (+0)

WIS

10 (+0)

CHA

7 (−2)

Saving Throws Dex +4
Skills Perception +4, Stealth +4
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).
Actions (Requires Your Bonus Action)
Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Ryuujin
Sep 26, 2007
Dragon God
EDIT: Forum hiccup seems to have caused a long delay double post.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Ryuujin posted:

That said I haven't had a chance to check the finalized version because I don't have Artificer available anymore and I am not buying any of the new Eberron book stuff until it has finalized what I already own and isn't going to have me rebuy a ton of stuff I already paid for.

Your issue was posted about an hour ago by one of the Beyond Staff.

quote:

We are currently working on updating both Eberron: Rising from the Last War and Wayfinder's Guide to Eberron. The transition is taking a bit of time because of the complexity of updating two sources, but we are working as quickly as possible to get everything fixed. If you purchased Wayfinder's Guide to Eberron you will have access to all the updates and will not lose your purchases, including those updated races, and you will not need to repurchase anything.

Thank you for your patience, we understand it can be frustrating to have your content disrupted. But rest assured our team is hard at work getting the new content available as quickly as possible!

I would expect it to start working by the end of the day.

SlimGoodbody
Oct 20, 2003

Dexo posted:

Level 6 Artificer gets

This is way less interesting than a magitek T-Rex made of armor and filled with a bound elemental spirit

Kung Food
Dec 11, 2006

PORN WIZARD
That's one subclass, all the subclasses get a unique pet. Battle smith gets a robo dog that has a protection reaction, at level 6 does magic damage and gets an [int mod] number of uses of a healing another target when it bites.

Malpais Legate
Oct 1, 2014

My first campaign I DM'd in 5e had one of the UA Artificers. The UA one says "pick an animal" and he wound up picking a Hunter Shark. We gave it a land speed and said it had six insect-like legs. His name was Larry. As the campaign wore on he got some magitech upgrades (Harpoon launcher, bag of devouring for a stomach) and I let him use the player's proficiency bonus in place of the not-listed one for the hunter shark, and he got ASIs at the same time as the player. He proved to be an invaluable member of the team, and was decommissioned in the final battle. RIP Larry.

I guess what I'm saying here is that the Homunculus right there has (very vaguely) the spirit of that but in reality it would just be a shittier and more homebrew-necessary to make it as fun as Larry the Shark turned out to be.

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.

Malpais Legate posted:

My first campaign I DM'd in 5e had one of the UA Artificers. The UA one says "pick an animal" and he wound up picking a Hunter Shark. We gave it a land speed and said it had six insect-like legs. His name was Larry. As the campaign wore on he got some magitech upgrades (Harpoon launcher, bag of devouring for a stomach) and I let him use the player's proficiency bonus in place of the not-listed one for the hunter shark, and he got ASIs at the same time as the player. He proved to be an invaluable member of the team, and was decommissioned in the final battle. RIP Larry.

I guess what I'm saying here is that the Homunculus right there has (very vaguely) the spirit of that but in reality it would just be a shittier and more homebrew-necessary to make it as fun as Larry the Shark turned out to be.


Could probably do that to this


quote:

STEEL DEFENDER
Medium construct, neutral

You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

Armor Class 15 (natural armor)
Hit Points equal the steel defender’s Constitution modifier + your Intelligence modifier + five times your level in this class
Speed 40 ft.

STR

14 (+2)

DEX

12 (+1)

CON

14 (+2)

INT

4 (−4)

WIS

10 (+0)

CHA

6 (−2)

Saving Throws Dex +3, Con +4
Skills Athletics +4, Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

Vigilant. The defender can’t be surprised.

Actions (Requires Your Bonus Action)

Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Reaction
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.




Dexo fucked around with this message at 23:51 on Nov 19, 2019

Remora
Aug 15, 2010

Got it today - Artificer looks cool. New races are Changelings, Kalashtar, Shifters, is this the first non-UA appearance of the Warforged?, and a pure Orc version - no new half-orcs. There is also a thing called "Dragonmarks" which can replace various racial abilities for certain races - there are 12 of them, half-elves get access to two, humans access to five, half-orcs access to one, halflings two, gnomes one, full elves one, and dwarves one.

There's also a feat for having an "aberrant Dragonmark", and a background for being a "House Agent".

The patron rules are, to me, clearly more of a jumping-off point for you to roll your own stuff, but there's good ideas in there.

TheGreatEvilKing
Mar 28, 2016





So can the artificer actually make magic items on a scale the PCs could actually use?

I'll be honest, I dislike the magitek "guns" immensely and would prefer actual firearms.

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.

TheGreatEvilKing posted:

So can the artificer actually make magic items on a scale the PCs could actually use?

I'll be honest, I dislike the magitek "guns" immensely and would prefer actual firearms.

quote:


Artificer Infusions

Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

If you have Xanathar’s Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Replicable Items (2nd-Level Artificer)








It's limited in numbers by levels, but yeah you can give these to other people.


Also there are firearms in I think the DMG, if your DM wants to allow them.

Dexo fucked around with this message at 08:55 on Nov 20, 2019

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Dexo posted:

Also there are firearms in I think the DMG, if your DM wants to allow them.
The renaissance ones are crossbows with a minor damage increase and massively decreased range. The modern weapons are bows and crossbows with decently higher damage and slightly worse range (???)

Splicer fucked around with this message at 12:21 on Nov 20, 2019

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.
Crossbows and short/long bows have a clip size with a reload(x) or a burst fire(dc 15 dex save in a 10ft cube area rather than attack roll at the cost of more ammo) property?

Dexo fucked around with this message at 14:57 on Nov 20, 2019

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:
Interesting discussion about starting wizards with a one level dip in artificer.

I haven't looked at the final version but I might need to give that a shot.

Kung Food
Dec 11, 2006

PORN WIZARD
A look into what is in the new book for anyone interested
https://www.youtube.com/watch?v=ZVTTuzkym9A

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Dexo posted:

Crossbows and short/long bows have a clip size with a reload(x) or a burst fire(dc 15 dex save in a 10ft cube area rather than attack roll at the cost of more ammo) property?
I thought "a longbow with better damage and less range and also you have to reload every few shots" was a little wordy and didn't want to go into a full take down of the assault rifle's ability. I mainly wanted to start a discussion about the ??? of the explicitly modern rifle having less range than a shortbow. It's real weird.

Baku
Aug 20, 2005

by Fluffdaddy
Haven't peeped the Eberron book Artificer yet, but if it's mostly aping the last UA...

Renaissance firearms are fine, even great weapons if you have a way to circumvent the reload problem, which Artificers do (one of the infusions you can take at level 2 lets you make a ranged weapon +1, ignores reloading, and infinite ammunition, which is basically a "gently caress you DM, I can use a pistol" hack). There's also a sidebar about how IF they exist in your campaign world, Artificers should be proficient with them. The range thing is a little weird, though it's only really a problem if you routinely fight on gigantic open fields or against permanently soaring wizards, both of which are just as much/more of a problem for any melee character as they are for a gunner.

The thing about modern rifles having less range than a bow is p funny, and probably an artifact of the honestly-freakish love D&D designers have always had for longbows VS any other type of ranged weapon.

Infinite Karma
Oct 23, 2004
Good as dead





Short gun ranges is 100% a holdover from previous "modern setting" design where they wanted range penalties to actually matter sometimes for ordinary combats, especially between pistols and rifles. The fact that bows still have the default massive range is because the designers are lazy and didn't bother to have things make sense, not because they love longbows.

Baku
Aug 20, 2005

by Fluffdaddy

Infinite Karma posted:

The fact that bows still have the default massive range is because the designers are lazy and didn't bother to have things make sense, not because they love longbows.

In this specific case, maybe, but they do basically the same thing every edition. Longbows are always good weapons, and crossbows, throwing weapons, and early firearms almost always have some kind of massive problems that - if fixable - require you to pay some kind of horrible build tax to work around.

Throwing weapons are potentially really powerful in 2E, but only because the entire system is completely whackadoo, and if you actually play RAW (meaning you have to keep up with ammo and there are few if any "returning" throwers) good luck staying in ammo while throwing multiple magic weapons away each round.

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.
Oh yeah sure the ranges are silly, but that's a relatively easy Homebrew. 300/1000 or something

And then I'd allow a scope or something modify it further.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
The 5e longbow has an absurd long-distance range, nearly three times the Olympic target shooting distance. Of course it doesn't really matter because almost all the combat in 5e happens at extreme close range.

SlimGoodbody
Oct 20, 2003

I think it depends to some degree on how you envision the firearms/firearm adjacent magic railgun doohickey in the fiction of the world. If it's a magic-powered arquebus, the range might reflect that it's not especially accurate and thus those are the ranges at which you can attempt aiming. The ball will still go much further, but the gun lacks the capacity to be accurate enough for it to matter. A trained longbow archer could theoretically exert more precision over their aim for longer distances

I'm not a physicist though so this is just me talking out of my rear end

Arivia
Mar 17, 2011

Kaal posted:

The 5e longbow has an absurd long-distance range, nearly three times the Olympic target shooting distance. Of course it doesn't really matter because almost all the combat in 5e happens at extreme close range.

Which is why I like how Pathfinder 2e made the longbow not the best weapon ever by giving it an attack PENALTY in close range because it's not a great weapon close up.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Arivia posted:

Which is why I like how Pathfinder 2e made the longbow not the best weapon ever by giving it an attack PENALTY in close range because it's not a great weapon close up.
I want to say minimum ranges were a thing in.... something d20 related?

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
I rather suspect that the D&D writers got a bit confused at one point about the difference between targeted and area shooting. An archer will struggle to hit a specific man-sized target beyond 60-90 m, depending on the size of the bow. But they'll still be quite capable of firing farther away - medieval archers would use their bows to fire aimed volleys up to a 300 m distance. If the other weapons were similarly allowed their maximum possible range, then a 5e javelin would be 300 ft, and a sling would be an astonishing 1400 ft.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Should also note that Artificers if they know the recipes can create Common and Uncommon Magic items at a quarter of the time and half the cost once they get to level 10. So they can fairly easily create things like +1 swords.

Trojan Kaiju
Feb 13, 2012


Made a custom rune for my SKT game to upgrade the warforged Drunken Master's short armblade into a long armblade with the Identified description saying vaguely "makes it as easy to use as a short sword." The intent being that it would essentially make the long blade function like a Kensei's longsword.

Unfortunately right as they were finding it they player decided to stop playing with us so now there's this item clearly designed for the monk just floating about. If they decide to use it it'll probably be for the Giant Slayer short sword they commissioned for the cleric at some point.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Arivia posted:

This is just a standard thoughtful conversation. I’d expect the same of anyone in any serious discussion.

It's you, you're the sea lion. This is literally you all the time in this thread.

Edit: apparently I can't post the sea lion comic but y'all know what I'm talking about I'm sure

(USER WAS PUT ON PROBATION FOR THIS POST)

Glagha
Oct 13, 2008

AAAAAAAAAAAAAAAAAAAA
AAAAAAaaAAAaaAAaAA
AAAAAAAaAAAAAaaAAA
AAAA
AaAAaaA
AAaaAAAAaaaAAAAAAA
AaaAaaAAAaaaaaAA

The Gate posted:

It's you, you're the sea lion. This is literally you all the time in this thread.

Edit: apparently I can't post the sea lion comic but y'all know what I'm talking about I'm sure

That was pages ago please don't dig this poo poo up again

Arivia
Mar 17, 2011

The Gate posted:

It's you, you're the sea lion. This is literally you all the time in this thread.

Edit: apparently I can't post the sea lion comic but y'all know what I'm talking about I'm sure

No, go ahead and explain it to me.

Orange DeviI
Nov 9, 2011

by Hand Knit
Speaking of digging things up, how do you guys flavor up necromancy in your games? I’ve been trying to let the wizard carry around a bag of specific body parts as ingredients for their undead army, but that’s pretty gross and likely only works in this particular group of weirdos.

Admiral Joeslop
Jul 8, 2010




please knock Mom! posted:

Speaking of digging things up, how do you guys flavor up necromancy in your games? I’ve been trying to let the wizard carry around a bag of specific body parts as ingredients for their undead army, but that’s pretty gross and likely only works in this particular group of weirdos.

If I ever get to run a Necromancer, he'll constantly argue that Necromancy isn't any different from a leatherworker making armor, or a cook making meals from produce. The body is already dead and has no connection to its soul anymore so what does it matter?

neonchameleon
Nov 14, 2012



Glagha posted:

Edit: The point I'm getting at is that D&D mostly cares about the fighty bits because that's the part people care about having a bunch of rules and regulations on, and they keep in thinner everywhere else because putting a bunch of rules on that poo poo is just going to get in people's way most of the time. Story-telling time is the rules-light part, fighty bits is the rules-heavy part. Story wants freeform, fights want tactics and crunch.

That depends how skillfully you do it. Dread, thanks to the looming of the dice tower really adds tot he feel of the intensity of the story at the table. Apocalypse World was designed so you'd make a roll when you'd naturally hand over to the other player in freeform RP so it causes minimal disruption while using the rules to enhance the possible outcomes. Further the rules about changing your playbook enhance the story because they encourage actual character growth and change. And Monster Hearts takes this and arguably refines it further. (It's also an example of a genre I wouldn't have much interest in if Monsterhearts weren't such a good game).

Farg posted:

is there a game system that doesn't have people ignore or gloss over rules they dislike as they run the game more and more? like, is there a ttrpg where the ideal, most fun way to play is following everything completely RAW every time?

I don't normally need to hack any of the systems I mentioned above. They do what they do extremely well. But I don't like everything to be the same and have enough of my own Apocalypse World hacks - but those are different enough to be different games.

Baku
Aug 20, 2005

by Fluffdaddy

Kaal posted:

I rather suspect that the D&D writers got a bit confused at one point about the difference between targeted and area shooting. An archer will struggle to hit a specific man-sized target beyond 60-90 m, depending on the size of the bow. But they'll still be quite capable of firing farther away - medieval archers would use their bows to fire aimed volleys up to a 300 m distance. If the other weapons were similarly allowed their maximum possible range, then a 5e javelin would be 300 ft, and a sling would be an astonishing 1400 ft.

I think part of Longbow Supremacy could also be a side effect of many of the creators being huge fantasy nerds, because I'm pretty sure the longbow is in second place behind the katana when it comes to weapons that have been mythologized beyond their actual capabilities by a mixture of folklore, pop history, and ethnic chauvinism.

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
In my homebrew setting Tieflings are from essentially not Egypt. For them, raising the dead in general is not a taboo thing, but with certain rules, customs, and restrictions.

1. The only animals that can be raised are animals used for work such as horses and oxen, and only if actual living ones are not available.

2. Humans can only be raised with their permission. Often times soldiers will pledge themselves to the kingdom or their personal employer. A man might pledge his corpse to be used for basic labor in return for his family getting a monthly payment for a while. A variety of different setups are used for different jobs.

3. Raising up random dead out of a cemetery is pretty much the worst thing a necromancer can do. Human corpses raised without permission are seen as abominations. Grave clerics are trained to seek out and eliminate people guilty of this crime.

3. Children are absolutely not to be raised under any circumstance. This goes for family members as well. Undeath is not to be used to extend time with a loved one.

4. It is considered good form if you pledge yourself to sign a contract with someone far away from your friends and family. This is in connection with the above rule.

These main ideas have led to some fun encounters so far in my campaign setting.

Adbot
ADBOT LOVES YOU

TheGreatEvilKing
Mar 28, 2016





please knock Mom! posted:

Speaking of digging things up, how do you guys flavor up necromancy in your games? I’ve been trying to let the wizard carry around a bag of specific body parts as ingredients for their undead army, but that’s pretty gross and likely only works in this particular group of weirdos.

Necromancy is pretty weird in 5e. Because animate dead is back to making humanoid skeletons you can't just animate a hydra or something and sidestep the grave robbing entirely. However, you can't choose whether you want a zombie or a skeleton (skeletons are better) so you're going to need some way to debone your dead enemies, like taking the Medicine skill and s dagger and arguing with your DM.

The other thing about necromancy is that it's one of the few things you can dump money into and get power from. Per Word of Mearls skeletons and zombies are proficient with every weapon in the game, so you can outfit them as longbowmen or riflemen or whatever, hand out weapon poison, incendiaries, whatever. Give them cloaks and masks and claim they're your private bodyguards or just leave them in the woods outside town with standing orders not to attack anyone.

As far as fluff, you're a warlord mage with a private army. You can justify it as soulless husks and so no harm is done because the souls are in the afterlife, but you probably have enough firepower that without serious motivation people aren't going to try to make a big deal out of it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply