Closed Pacted closed 1 year ago
Bag of Holding: unclear if the game allows for the fixed weight "regardless of contents"
There is a 'Chest of the Mundane' that turns all items within into light mundane objects. perhaps a tweak can make it into a bag of holding somehow?
As for infusions themselves would it be posable to add an additional equip slot for infusions?
The nature of the artificer is to share infusions with the party. So giving all the other characters 'infusion slots' would allow for that to work would it not?
Other thoughts: Enhanced Arcane Focus -> infuse weapon to get +1 to spell attack rolls. (Also gets a +2 at level 10)
I don't have a whole lot for 2nd level other then maybe some custom ideas. Kinetic Weapon: Builds a charge on hit with a weapon. On 3 charges, deal 2d4 force damage and push the target 5ft away
6th Level Eyes of Charming: Cast charm spell Cloak of Elven Kind: https://www.nexusmods.com/baldursgate3/mods/1116/?tab=posts&issue_id=721921 Might work for boots as well. Might not need both. Gloves of thievery: +5 to lockpick, disarm, and pickpocket checks Lantern of Revealing: Advantage on Perception checks
10th Level (A lot of the infusions are self explanatory) Helm of Awareness: basically gives access to the awareness feat. Winged Boots: use fly as a movement Periapt of Wound Closure: Full health on short rest (like the feat Durable) Helm of telepath: Can cast detect thoughts. suggestion spell is not in the game so maybe a friends/thaumaturgy combo effect?
The more I think on it, the more I believe that additional equipment slots would be better for infusions as a whole. It might even sync with the game programing in general too. But that's just a hunch.
Infusions in general are pretty powerful, but an artificer only has a very limited amount of them. So let them be powerful as it is the main facet of being that class
https://www.nexusmods.com/baldursgate3/mods/1303
New mod that came out might be helpful with working on infusions
So, what's the plan for infusions? Are we making them buffs? Increasing the inventory slots for infusions so we can put them in all PC's inventory?
If we are going to make them buffs we will need more/different concentration slots for the infusions.
If we are going to put them in bonus inventory slots we can use the sorcerer meta magic system to break down infusions in order to get the infusions points back.
whatever works. 3 infusions already in: Enhanced Weapon -> weapon buff Enhanced Armor -> character buff that requires equipped armor Enhanced Focus -> character buff
Some will spawn items, some will give buffs
The enhanced armor/weapon are we going to restrict the infusions to non-magical items or just ignore that?
they ignore for now, but maybe it can be added.
might be safe to ignore if it only gives +1 at all times.
For balance
bag of holding moved from replicate magic item to infusion of your actual bag for technical reasons
A lot of the 10th level infusions will needs to be looked at. They are suppose to be the very best of the infusions that an artificer can create. and some need adjustment.
Helm of telepathy: Needs more then just the 2nd level spell, detect thoughts. As a 10th level infusion it will need a boost to make it worth even thinking about. Giving advantage on Deception, persuasion, and Insight checks would make it a contender in picking for an infusion.
Helm of Brilliance: In DnD it can cast daylight, fireball, prismatic spray, and wall of fire. All of these spells are powerful for sure and being able to cast all might need tweaking. But just fireball makes the infusion not worth getting unless its casted at a very high level.
Cape Of The Mountebank: Might want to consider moving this to the 6th lvl infusions.
I think we need more variety for the most powerful infusions. As is, only winged boots are even worth thinking about.
Other infusions to think on.
Cloak of protection: in the game Gloves of missile snaring: in the game (act 1 no less) Ring of jumping: in the game. Ring of mind shielding: in the game (act 2) Headband of intellect: in the game.
Actually thinking on how free BG3 is giving out supposedly 'rare' magic items like candy we might want to shift all infusion by 1 level. 14 to 10 and so on. Thought it seems we already seem to be doing some of that.
agreed. Balancing will sure be done.
Maybe we can find an item list, and look at all the stuff then just replicate those in the game?
2 does green items 6th does blue and 10th does purple?
Then we can just pick from a list of a some good ones that are 'artificer flavored' that would work then replicate those?
No fancy reworking, no 'how would this work' wouldn't have to do anything but copy and paste.
Sure we can still use some that we already made but the rest? Could be a snap.
skill is 'replicate magic items' so lets do that. We also wouldn't need to worry about balance cause its was pre-done by the developers.
Instead of "Repeating Shot -> +1d4 force damage to ranged weapon." what do you guys think of allowing an extra shot as a bonus action?
with the stuff I know now, I'd probably do something even different.
I'd change the projectile type with a force one and I'd make the damage higher. Affecting the weapon directly.
Its not a bad idea except is stomps into the thief subclass's whole shtick.
Maybe instead of repeating shot maybe explosive shot? give it a small aoe like Ice knife?
Or maybe a small knockback?
I'd try to stay close to the manual as much as possible. We are making the Artificer, not a custom class please.
The reloading property removal is tricky. We could either bump the damage up or we could add a second skill as a bonus action so that you can do more attacks.
That's a fair point
what about do 2 targets like eldritch blast? or double tap one?
yeah that's even better because you don't waste the bonus action and you don't overdamage a single target.
Plus just 1 spell to make and have it replace the base ranged one.
Can you make the multiple shot be able to hit the same target, like magic missiles?
yes definitely. I'd just copy magic missile, remove the "homing" trajectory and limit the targets to 2
"Plus just 1 spell to make and have it replace the base ranged one." That would be doubling damage output and be pretty OP. Imagine that on a fighter with three attacks. He could then shoot six times per round, twelve times if he uses action surge.
The way I implemented it is that once per turn you can do a special attack that lets you pick two targets. It can replace one of your normal attacks, if you have multiple attacks.
yeah that's better
finished the system to target weapons and armors with buffs, and then add extra effects to the characters based on those buffs. Allows to realistically make repeating shot and all infusions that add a skill/spell to an item, as well as armor/shield with bonus ac.
plus if you give the item to a companion the effect transfers to it.
The only drawback is that it takes the end of the user's turn to check for the buff in inventory, unless we add a passive for check on equip and on cast.
so, the game doesn't really allow for multiple "select spells" that are not cantrips or prepared spells. It really only allows for multiple "add spells" with a fixed roster.
There is also the fact that we are not able to allow infusion swap.
I'll test it more, but if it's the case I suggest we re-think our infusion list and simply add them all at lv2, 6, 10.
In typical Larian style, let's make smart cuts to the infusion system
Level 2: Already implemented (no need to cut): Enhanced Arcane Focus, Enhanced Defense (auto-upgraded to lv10), Enhanced Weapon (auto-upgrades too), Homunculus Servant, Radiant Weapon, Repeating Shot
TODO: Boots of the Winding Path I won't add more, because having to pick 4 here is prretty hard. Plus we'd have already 5 effects in the aura checks.
Level 6: Already implemented: Returning Weapon. This is pretty awesome for certain builds (maybe not for the artificer, but it's great support).
I'd cut repulsion shield, as most Shields in the game past Act1 already have that effect.
Resistant armor is interesting but I'd give it resistance to all elements at once instead of developing 10 spells, 10 passives, etc. If it's too powerful it's better to just cut it.
Spell-refueling ring -> changed to Spell-refuel and just trades 1 infusion for 1 spell slot, can be copied from the same spell from Sorcerer.
I'd cut all lv 6 magic items since they're pretty meh.
Level 10: Replicate Magic Item -> changed to a container spell that unlocks all possible items replications. Gauntlets of Giant Strength -> pretty great, already in the game Cape Of The Mountebank -> pretty great Helm of Counterspell -> unlocks counterspell, since the Artificer doesn't have it normally Winged boots -> unlocks fly Headband of Intellect -> 19 Intelligence override, good for tank builds to also spellcast. Already in the game
meaning we're just missing: Boots of the Winding Path, Resistant armor, Spell-refueling ring, Replicate Magic Item I can do the first 2 since they use the aura system
just missing 1 icon for replicate magic item + boots of winding path
(get from http://dnd5e.wikidot.com/artificer:infusions). Infusion are learned but must be prepared. Not all infusions are interesting. Most of them can be skills copied from Pact of the Blade, Shillelagh and Goodberry (so items can't be stockpiled). I'd make most non-permanent infusions (basically all of them) as free action so that can be used in fight if people forget to re-conjure them after long rest.