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/RANT
The druid looks really interesting ... which makes the limit to level 3 even more annoying. How can we use this when only the first three levels are available, most Campaigns should be much higher by now, at the moment it is nothing more than an preview/advertising than useful material
All off course only in my honest opinion, but I have to admit that I am very dissapointed/angry at the moment. The Playtest articles are already useless as soon as the actual books are out, but this one is useless even now.
/RANT
It looks very cool. It doesn't seem to have any summon spells at these levels, but a lot of wildshape goodies.
Also, it seems to be a primary controller but with secondary class roles. Strange, but fair enough i guess.
Can someone compare it to the druid-clone in the advanced players guide?
__________________ "hp evaluate the degree of script immunity of a character" - Ti-Bob
I find the melee controller aspect rather scary and vexing. Namely because I fear these guys will get creamed. I anticipate a lot of Guardian druids. However, their controller aspect, regardless, is very good. They look more appealing than Wizards, anyday.
The inclusion of the Implement in beast powers? BRILLIANT. I didn't expect that, and it's perfect. Also, I'm very curious about what totems look like. Are they fetishes? Medicine bags? Etc.
Only 2 levels, of a 1-3 level playtest. I imagine that will be fixed soon. And I understand why it's 1-3; we get to see both builds, rather than 1. Still, it's total suck that we only got 1-3. I want to play one of these guys.
Quite a few attacks vs. Fort. Oy. Still, I like the various attacks vs. defenses.
A lot of powers grant combat advantage. If your group doesn't have a rogue, man, that sucks.
Fires of Life is interesting, in that you have a controller granting HP.
Melee controller yes, but they have striker/leader hitpoints, so that makes them a little tougher...
I'm very impressed with the new druid. It seems to work well bot stats wise and thematically and even has roomf or interpretation in the last sesne, what with the beast form being undefined. It can even be a sort of were-curse that reveals itself during stress/combat if you want it to, which is giving me some great inspiration right now...
And if it can be a mass of fur or claws, it could even be scales and tentacles and wings. Somehow I could see a few druids being "Aberration" druids with their wildshape being really alien forms.
Pardon me while I drool. That is brilliant. And, the various Druid at-wills can lend themselves to aberrant powers. Well... thorn whip, at least. The cold/fire/lightning ones, not sure how you'd package that as "Far Realmsy".
I am also fairly pleased how they handled Wildshape. I also really like the amalgamation wildshape.
I'm very impressed with the new druid. It seems to work well bot stats wise and thematically and even has roomf or interpretation in the last sesne, what with the beast form being undefined. It can even be a sort of were-curse that reveals itself during stress/combat if you want it to, which is giving me some great inspiration right now...
Hehe, check out the thread I just made just about what all of our different Wild Shape concepts could be. Mine is very aberration like.
Pardon me while I drool. That is brilliant. And, the various Druid at-wills can lend themselves to aberrant powers. Well... thorn whip, at least. The cold/fire/lightning ones, not sure how you'd package that as "Far Realmsy".
I am also fairly pleased how they handled Wildshape. I also really like the amalgamation wildshape.
Same here, same here. I am thinking for cold/fire/lightning. Well... Cold is used with the Starlock so that may not need to change, just perhaps the fluff for it. Fire and Lightning, hmm... Could make fire something like a bubbling substance that boils away, or whatever. Lightning perhaps simply a bolt of eldritch energy? If all else fails make them all Psychic :P
Same here, same here. I am thinking for cold/fire/lightning. Well... Cold is used with the Starlock so that may not need to change, just perhaps the fluff for it. Fire and Lightning, hmm... Could make fire something like a bubbling substance that boils away, or whatever. Lightning perhaps simply a bolt of eldritch energy? If all else fails make them all Psychic :P
I'm not yet sure what the effects of changing keywords are. For instance, I think that the lightning power could be changed to Radiant, but would that imbalance the power? Many monsters have resistance to fire - so would changing the keyword effect its balance, etc.
Although, hmm. The fire could be just chaotic energy. Pulling a little mote of the Far Realms into reality, and the energy burns.
Although, hmm. The fire could be just chaotic energy. Pulling a little mote of the Far Realms into reality, and the energy burns.
*Nods* and hell really when it comes down to it you could say it is fairy dust and simply not change the keyword to keep the mechanics fine and dandy. It is simply now any monster resistant to fire also happens to be resistant to fairy dust
Here's something interesting about Storm Spike I noticed:
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1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier.
If the target is in melee, and they do move, then they're going to take an OA.
I wonder, if a Druid is wearing armor, and they shift, do they still benefit from the armor's AC, and the powers?
Also, the more I look at it, the less I as a player am interested in getting into melee. There aren't a lot of really good melee powers for the beast. The ranged controller powers, though, satisfy me.
As I think about it, the only races with wisdom benefits are elf and dwarf. And obviously, elf works. But I can't think of a suitable... flavor reason for a Dwarf druid, outside of underground stuff, and I don't see a lot of "Underground" looking powers (Wind and lightning and such, in a cave?). But that's just the min-maxer in me clashing with the roleplayer.
A few thoughts:
1) I wonder if we'll learn over time that Controller and Defender are actually very close roles, with the major distinction between the Defender making people attack you. Otherwise, both seem to be all about shaping the battle-field to define who is to be attacked and who not.
2) Does the At-Will number restriction for beast-keyword powers also apply to the human extra at-will? I suppose so... So that means humans will be more versatile, not more specialized. (It's already this way for most classes, I think.)
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Originally Posted by Rechan
As I think about it, the only races with wisdom benefits are elf and dwarf. And obviously, elf works. But I can't think of a suitable... flavor reason for a Dwarf druid, outside of underground stuff, and I don't see a lot of "Underground" looking powers (Wind and lightning and such, in a cave?). But that's just the min-maxer in me clashing with the roleplayer.
Dwarves already made good Druids in 3E. The Con bonus was useful. Well, at least in either 3.0 or 3.5. I think at some point, things changed.
I think a few more subterrean-themed powers are needed.
Hhumans are of course also always a race with a bonus to a classes primary ability score, if you want so.
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Also, FINALLY some wisdom-based attacks. However, it occurs to me that even if you're a cleric (or a druid) and you nab one of the other class's powers (via dilettante or multi-class), you still have to lug around a separate implement just to use it. Well, use it in a worthwhile fashion.
It's a controller with based on your build a bit more leader or striker like abilities, but the paladin also has leader like abilities and the swordmage has controller like abilities, so it's not like we haven't seen some dipping into other roles before...
Also, FINALLY some wisdom-based attacks. However, it occurs to me that even if you're a cleric (or a druid) and you nab one of the other class's powers (via dilettante or multi-class), you still have to lug around a separate implement just to use it. Well, use it in a worthwhile fashion.
I am not sure, but the Totem thingy might be like a Holy Symbol, so at least your hands are still free. (Not that you need that if you use Cleric Wisdom based powers)
Thoughts of the Arch Chancellor - My weblog on EN World - containing game related material, like: house rules, design theories, reviews, play reports, adventure ideas
Secret Member of <Think we would just hide our secret with a spoiler tag, eh?>
1) I wonder if we'll learn over time that Controller and Defender are actually very close roles, with the major distinction between the Defender making people attack you. Otherwise, both seem to be all about shaping the battle-field to define who is to be attacked and who not.
The Bard is doing that a lot, too. By designating marks, and shifting people around the field.
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Hhumans are of course also always a race with a bonus to a classes primary ability score, if you want so.
Yes, but I generally try to avoid playing humans. (Actually, I generally try to avoid playing dwarves and elves at that, but hey). Dwarves simply feel very strong, especially with their minor Second Wind, and their push/knocked prone resistance. A melee druid needs that defensiveness!