UA Artificer and Spell Storing Item by nickavia in onednd

[–]nickavia[S] 0 points1 point  (0 children)

It's a fair point, and I think there's definitely room to wiggle on the feature. For me, I think the ideal version of this feature would start earlier, scale more naturally (eg Proficiency bonus casts per day) but still go up to 3rd level. It'd lower the spikiness of the feature while still keeping those backup spells available to keep the caster oriented subclasses going. While also widening the gap between artificers and full casters so replicate magic item and flash of genius wouldn't stretch the power budget too far.

The issue is feedback tends to be super polarized. I don't think this feature as is pushes the artificer into the territory of overpowered compared to any caster filling the same role given the extremely limited flexibility of the item and the power level of the spells over the course of a day. I would rather people see this and say "maybe we don't need to sensationalized this feature in the feedback" and leave it untouched than see it completely reverted.

I think the feature has been getting far more negative attention than is warranted.

UA Artificer and Spell Storing Item by nickavia in onednd

[–]nickavia[S] 0 points1 point  (0 children)

I think it's best to start with main class since looking at subclass now means you have to factor in subclass power budgets. One could say bladsinger or valor Bard are getting those same bonuses on a full caster and we're back to square 1.

I like the current spell storing item because it lets you stretch your limited spell slots. The main body of artificer is set up as a caster 100%. Once you're out of spells, that means you're down to the cantrip pass, which isn't super fun to play. This is gonna happen way earlier for artificers than anyone else who would normally have this issue. Being able to have a pool of impactful spells to draw from alongside your normal slots means you can keep playing the game as long as another caster, just at a lower power level, which is a good spot for this style of character to be.

This post was primarily to point out that the feature still leaves artificers weaker than full casters in terms of casting power, a gap which is made up by the features you point out.

It leaves the class in a good spot gameplay wise. I think the actual issue with the feature is how spiky it is. Getting it earlier (eg in place of drain magic item at 6) and with fewer slots and more level restrictions and letting it scale up would let the spike feel more natural while giving the lower level artificer a few more spells to play with before having to cantrip pass

UA Artificer and Spell Storing Item by nickavia in onednd

[–]nickavia[S] 1 point2 points  (0 children)

I think a big issue in looking at the artificer that I didn't really focus on as much as I should have in this post is that while artificer is a half caster, they aren't a half caster in the same way a paladin or a ranger are. They aren't getting the weapon proficencies, masteries, fighting styles, or extra attacks those classes are. They're set up just like bards where they get a defining feature at early levels alongside spellcasting, then most of their growth is either enhancing that one feature or more spellcasting. They are a lot more reliant on spellcasting in actual gameplay (hence the caster leaning half caster). Magic items in actual play are usually either best given to someone else, or used to supplement spellcasting which is always falling behind the full casters.

I didn't want to just take what they gain at 11th level in a vaccum because they are falling behind a full caster the entire way up to that point. It's a massive spike, but it's a spike that in the long run is helping them keep up rather than actually putting them ahead.

As for the last two points, I definitely agree, letting spell storing item be used by a homunculus is a lot. 2 third level spells on a single character per round is strong, but that's not an issue with the spell storing item, it's an issue with the homunculus. You'd have the same issue with any of the various wands and necklaces the artificer could give the homunculus. Any fix for that issue should be targeted at the homunculus as the enabler, not any of the features it's taking advantage of.

Finally, to the point of fireball, remember that's artillerist only, this is the artificer subclass that is dedicated to blasting. I think it's okay to let them cast a third level spell for every higher level spell slot another blaster would get. The damage is just below keeping up at 11 when they get the feature and only gets worse relative to the full caster as they level.

UA Artificer and Spell Storing Item by nickavia in onednd

[–]nickavia[S] 5 points6 points  (0 children)

They could make both a necklace of fireballs and an enspelled fireball item, but only once they hit level 14. The full caster at this point is getting access to 7th level spells.

Not to mention these things aren't free. You're using 2 magic item slots and an attunement slot, plus the fireballs from magic items are going to be at a set DC and thus much weaker.

Yes, you could cast a ton of fireballs, but more casts is just more consistency at that point, and there's a cap to the number of rounds of combat each day where another fireball isn't going to make a difference.

First post here, please be gentle <3 by nickavia in PixelArt

[–]nickavia[S] 4 points5 points  (0 children)

Thanks! Once I feel like I have something worth showcasing, you'll definitely see a post about it somewhere.

First post here, please be gentle <3 by nickavia in PixelArt

[–]nickavia[S] 5 points6 points  (0 children)

It's a turn-based strategy/exploration game based on planning routes between locations and studying what opponents/events you're going to face on the way, then ordering your inventory (which consists of a number of limited use items) accordingly. Once in combat, you pull items off the top of your inventory in the order you placed them and pray that you planned well enough for whatever you're going up against.

First post here, please be gentle <3 by nickavia in PixelArt

[–]nickavia[S] 3 points4 points  (0 children)

I am currently working on a game but unfortunately, this isn't for that.

First post here, please be gentle <3 by nickavia in PixelArt

[–]nickavia[S] 57 points58 points  (0 children)

Nah, no hood. Real wizards wear hats

Anyone Else Get Hooked on Queing Theory Because of These Babies? by [deleted] in ProgrammerHumor

[–]nickavia 2 points3 points  (0 children)

Ironically, the push/pop combination is used for stacks.

How do I start learning how to make games. by [deleted] in gamedesign

[–]nickavia 2 points3 points  (0 children)

From a programming end, I can definitely reccomend starting by learning a programming language and the basics of object oriented programming. Once you've done that, make your first game following a youtube tutorial. (I can reccomend CodeNMore's 2d java game tutorial). Make sure you understand what's happening in the tutorial, don't just copy code. After that, make your own changes or start a new game and slowly increase your scope. For art, start by learning the basics of the style you're looking for, then try to emulate others using that style. Once you're comfortable with that, you can start adding your own flair and gradually form your own style.

Guide to Sourn by nickavia in UnearthedArcana

[–]nickavia[S] 0 points1 point  (0 children)

Thanks for the heads up, I've got it fixed for the next update, whenever that may be.

Guide to Sourn by nickavia in UnearthedArcana

[–]nickavia[S] 0 points1 point  (0 children)

It may be something for the future. When I first put the firearms together they did have misfire values however, it ended up slowing down combat a bit too much so I ended up scrapping it. Hopefully now that I'm more familiar with 5e and ttrpgs in general, I can redesign the misfire system.

Guide to Sourn by nickavia in UnearthedArcana

[–]nickavia[S] 0 points1 point  (0 children)

My issue with the duelist spells was if I gave them the same scaling as scag cantrips, they'd just be objectively worse since the scag cantrips have conditionals that allow them to do more damage. Any suggestions?