There's a chance of the group finding a few magic weapons/items, but most of the magic items found will probably be of a consumable nature (potions, salves, etc).
I've never looked to closely at the Artificer until now - they are pretty reliant on magic item daily powers.
How about this: Why don't we just take the words "Magic Item" out of both of those Class Features? In other words, instead of recharging a Daily Magic Item Power with Arcane Empowerment, you just recharge a Daily Power (Attack or Utility). The rule would still apply that you can only recharge any particular power once per day. Also, since I don't keep track of milestones (no magic items, and Action Points refresh after a short rest), let's have Arcane Empowerment refresh after a short rest as well.
As far as Arcane Rejuvenation, that would trigger off Daily Power use as well, with the caveat that any individual character can benefit from it only once per encounter.
Does this sound like a solution? It sorta strays from the class flavor of infusing magic items, but we can always just say you're enchanting your allies' weapons/implements in a way that allows them to do more badass stuff more often, or heal when they try a particular taxing maneuver, etc. These changes certainly make Artificers pretty effective leaders, and the party's a bit more powerful as a result, but it doesn't make your character any more powerful than anyone else, so it seems fine to me. If it ends up making things too easy for you guys, I'll just throw more monsters at you :)
I'm sending this to the whole group as well. Does anyone have a problem with these rules changes? Is there something I'm missing that will mess everything up?
On Tue, Jul 20, 2010 at 5:12 PM, Dark Heresy
<tg.dar...@gmail.com> wrote:
I did want to ask, however - one of the Artificer's class abilities is completely dependent on magic items having daily powers. I know you're using some sort of intrinsic bonus but will there be magic items at some point in the campaign?