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  1. #1
    Community Member Smokewolf's Avatar
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    Default Request: Please expand Runearm use.

    Problem With so many Runearms in the game it’s a total waste that only one class can use them. Sure you can multi-class by splashing 2 levels of Artificer but this makes taking a capstone impossible. Then consider that multi-classing is further compounded with how the Runearms “shot” is based on the Artificers level and NOT the players level. In short, its not a good trade off no matter how it’s spun.

    Suggestion How about opening up Runearm use as a arcane spellcaster feat, with a UMD requirement that scales based on the level of the Runearm equipped?

    UMD Check: 20 + Runearm level, and what-ever extra requirements that are specific to the Runearm. (Such as alignment) This would firmly place Runearm use above 3rd or 4th level for anyone but an Artificer (@ lvl 2).

    Thank you for your time and consideration.

    -Smoke
    Last edited by Smokewolf; 02-16-2021 at 01:16 PM.

  2. #2
    Community Member Smokewolf's Avatar
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    Alternative suggestions would be:

    1) Allow general Runearm use via Past Life: Artificer, say after your third life.

    2) Change “Half-Elf Dilettante: Alchemist” to provide for the feat. Some time ago this stated... “ For item use purposes you count as a level two artificer in addition to any other classes you possess.” Yet this appears to have been “recently” changed to level one. Kinda sensing here that the Dev’s don’t really care much for any of the Dilettante stuff.

    -Smoke
    Last edited by Smokewolf; 02-16-2021 at 01:17 PM.

  3. #3
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    I have suggested before:

    Quote Originally Posted by cru121 View Post
    I have mentioned it before.

    Treat rune arms as orbs:
    * Anyone can wear
    * Magical Training needed for imbue
    * Artificer needed for shooting

    Suddenly, you have a lot more orbs.

  4. #4
    Community Member Smokewolf's Avatar
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    Quote Originally Posted by cru121 View Post
    I have suggested before...
    Man, I’d be happy with that!

    -Smoke
    Last edited by Smokewolf; 02-16-2021 at 01:11 PM.

  5. #5
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    Quote Originally Posted by Smokewolf View Post
    Problem With so many Runearms in the game it’s a total waste that only one class can use them. Sure you can multi-class by splashing 2 levels of Artificer but this makes taking a capstone impossible. Then consider that multi-classing is further compounded with how the Runearms “shot” is based on the Artificers level and NOT the players level. In short, its not a good trade off no matter how it’s spun.

    Suggestion How about opening up Runearm use as a arcane spellcaster feat, with a UMD requirement that scales based on the level of the Runearm equipped?

    UMD Check: 20 + Runearm level, and what-ever extra requirements that are specific to the Runearm. (Such as alignment) This would firmly place Runearm use above 3rd or 4th level for anyone but an Artificer (@ lvl 2).

    Thank you for your time and consideration.

    -Smoke
    Would rather change the active artificer feat for the ability to wield runearms. Remembering being an arti helps then, and almost every active feat needs rework anyway. Gating it behind one specific PL and one feat may be enough.

  6. #6
    Community Member Smokewolf's Avatar
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    Quote Originally Posted by Pandjed View Post
    Would rather change the active artificer feat for the ability to wield runearms. Remembering being an arti helps then, and almost every active feat needs rework anyway.
    That would be fine too yet it wouldn’t make any sense for another class to get a Runearm before a Artificer would naturally receive it. Besides, this should be limited to arcane classes.

    -Smoke
    Last edited by Smokewolf; 02-16-2021 at 02:23 PM.

  7. #7
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    While I'd love to bring Runearms to more builds, as I absolutely love those, I also think they're part of what makes Artificers unique and interesting, and taking that from them would make the class less attractive by comparison.

    This request is similar to people asking for trapfinding to be put on more classes, or as a feat, or as a PL benefit or what have you, because it shouldn't be bound to just two classes.

    Frankly, if there was work to be done on trusty armcannons, I'd rather have them up their usefulness rather than their access.
    A runearm is a versatile Artificer "spell slot", and I count it as such.
    It can be used for decent benefits as a splash, giving runearm imbues and an extra item slot to crossbow builds everywhere, but the full benefits of the runearm should be tied to the class it grants the spell slot to - Artificer.

    For the same reason I wouldn't want to start basing caster levels for most spells off total character level (the feat tax might not cover that quite enough), I wouldn't want people to start basing the caster level for Artificer spells off another caster class'.
    Enthusiasm enthusiast enthusiast.

  8. #8
    Community Member Smokewolf's Avatar
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    Quote Originally Posted by Xgya View Post
    While I'd love to bring Runearms to more builds, as I absolutely love those, I also think they're part of what makes Artificers unique and interesting, and taking that from them would make the class less attractive by comparison.

    This request is similar to people asking for trapfinding to be put on more classes, or as a feat, or as a PL benefit or what have you, because it shouldn't be bound to just two classes.

    Frankly, if there was work to be done on trusty armcannons, I'd rather have them up their usefulness rather than their access.
    A runearm is a versatile Artificer "spell slot", and I count it as such.
    It can be used for decent benefits as a splash, giving runearm imbues and an extra item slot to crossbow builds everywhere, but the full benefits of the runearm should be tied to the class it grants the spell slot to - Artificer.

    For the same reason I wouldn't want to start basing caster levels for most spells off total character level (the feat tax might not cover that quite enough), I wouldn't want people to start basing the caster level for Artificer spells off another caster class'.
    I agree that the general idea should be to give the option for “other use” while still being able to keep the Artificer a unique class. It’s why I suggested limitations that scale with the Runearms equipped, while also making sure that the Artificer can wear one well before anyone else. While sure, a Sorc / Bard would be able to meet this requirement easily (lvl 3-4) but if you think about it, isn’t this the purpose of UMD?

    Side note: I really liked the Orb-Use comment from cru121 as it finds a happy medium that most people would likely accept.

    Treat rune arms as orbs:
    * Anyone can wear
    * Magical Training needed for imbue (-Smoke “arcane training would be a better fit here”)
    * Artificer needed for shooting
    Beyond that, the question of artificer vs character level could easily be “worded” to use the higher of the two. Thus you’d not lose shot power from one or the other being the default. This of course assumes that the “other” levels are from some form of arcane caster.

    -Smoke
    Last edited by Smokewolf; 02-16-2021 at 02:30 PM.

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