the 3.5 druid seems to be the powergamers first choice. you even see the core 3.5 druid preferred to many builds using pretty much every splatbook under the sun. that does suggest they are horribly overpowered.
what to do about it. well the core 3.0 druid wasn't that popular. but from core 3.0 to core 3.5:
- better skill list
- druid polymorphing is better - the shorter duration of the 4th level wizard spell in 3.5 may compensate for the other changes - e.g. CON changing hit points - but druids still get to stay in their polymorphed forms for 1 hour per level
- the natural spell feat
- wild armour
what to change to make 3.5 druids balanced with the rest of the 3.5 core material?
Option 1: get rid of the wild armour property
Argument: allows a druid in animal form to get a ridiculous AC
Option 2: getting rid of the natural spell feat
Argument: in a polymorphed form a druid is maybe comparable to a fighter in melee - better raw damage but fewer feats/combat options. It's really the ability to switch between spells and combat that natural spell provides, or to combine them with a touch attack spell that's too much
Option 3: get rid of the animal companion once a druid can wild shape.
Argument: animal companions slow the game down with their extra actions. getting rid of them speeds up the game and powers down the druid. since a druid can change into the same form as most of his possible animal companions, the party still has access to the same range of special abilities.
Option 4: town down polymorph e.g. changing CON doesn't boost hit points, limit the gaining of extraordinary abilities such as pounce, maybe limit the increase in physical stats as a function of the druid's level, and treat them as enhancement bonuses to limit staking
my preference: Options 1 plus 3 plus 4 (I like the flavour of Natural spell) but interested in the experiences of those who have seen a mid to high level druid in action especially in a Core 3.5 game.
what to do about it. well the core 3.0 druid wasn't that popular. but from core 3.0 to core 3.5:
- better skill list
- druid polymorphing is better - the shorter duration of the 4th level wizard spell in 3.5 may compensate for the other changes - e.g. CON changing hit points - but druids still get to stay in their polymorphed forms for 1 hour per level
- the natural spell feat
- wild armour
what to change to make 3.5 druids balanced with the rest of the 3.5 core material?
Option 1: get rid of the wild armour property
Argument: allows a druid in animal form to get a ridiculous AC
Option 2: getting rid of the natural spell feat
Argument: in a polymorphed form a druid is maybe comparable to a fighter in melee - better raw damage but fewer feats/combat options. It's really the ability to switch between spells and combat that natural spell provides, or to combine them with a touch attack spell that's too much
Option 3: get rid of the animal companion once a druid can wild shape.
Argument: animal companions slow the game down with their extra actions. getting rid of them speeds up the game and powers down the druid. since a druid can change into the same form as most of his possible animal companions, the party still has access to the same range of special abilities.
Option 4: town down polymorph e.g. changing CON doesn't boost hit points, limit the gaining of extraordinary abilities such as pounce, maybe limit the increase in physical stats as a function of the druid's level, and treat them as enhancement bonuses to limit staking
my preference: Options 1 plus 3 plus 4 (I like the flavour of Natural spell) but interested in the experiences of those who have seen a mid to high level druid in action especially in a Core 3.5 game.