I have a feeling that artificers will be like sorcerers: best when played as a single class build. I'm going to assume that infusions will be based on the level of the artificer...better infusions at higher level.
Artificer DD is only supposed to apply to traps with DC > 20. I guess that people could just ignore traps with lower DC's. Otherwise, splashing 2 rogue for evasion and full DD and then building on rogue skills with the overlaps from artificer could make sense.
And, I honestly don't know how many traps in the game have DC's under the threshold. It could be moot.
OTOH, DDO could set the DC value higher simply because it is an MMO and certain elements of PnP end up being adjusted.
It will also be interesting to see if they get a blue bar or some different color. IIRC they are not supposed to have spell points per se. That could throw a monkey wrench into plans to use them for PrEs like AA. Again, it may depend on how Turbine interprets things and how they kluge it to fit DDO.
The fact that they can disable traps with a DC > 20 isn't exclusive to traps with DCs > 20.
As per the PnP rules, characters without the Trapfinding ability cannot find or disable traps if the DC is higher than 20, regardless of their Search or Disable scores.
Even if your search score was 1,283, if you don't have the Trapfinding ability, you can't find traps unless the DC < 20.
It's meant to show that they are as skilled as a rogue, and that they are considered to have the Trapfinding ability. It isn't a floor on their trapping abilities. Instead it's meant to show that the ceiling has been removed.
An example of this was the first printing of the Scout class. It had search and disable as class skills. But it did not have the Trapfinding ability, nor any indication that they were considered having it, making their dd class ability essentially useless.
It was later errata'd in that they had the Trapfinding ability, which is the equivalent of that line in the Artificer's entry.
Last edited by Calebro; 08-09-2011 at 01:36 PM.