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<blockquote data-quote="Illithidbix" data-source="post: 7212977" data-attributes="member: 12283"><p><strong>Take the "1 interact with an object" rule and throw it under a bus.</strong></p><p>Personally I think the "interacting with object" rule is vastly more restrictive than it needs to be, and is rather out of place with the rest of 5E rules.</p><p></p><p>Many of the most common interactions with items—drawing or sheathing a sword, moving through a door that opens easily, picking up a scroll, withdrawing a potion from your backpack, and the like—do not require an action. You are generally assumed to be able to incorporate such uses into your turn, while you move and take your action. </p><p>Sometimes, however, the DM will require you to use your action when an item needs special care or when it presents an unusual obstacle. For instance, a DM could reasonably expect you to use an action to open a stuck door.</p><p>(Although I have heard that using it does add a tactical element to the game and makes single one-handed weapon users more viable as a useful concept)</p><p></p><p><strong>All Rangers know Hunter's Mark for free</strong></p><p>Rangers get such a tiny number of known spells and the class seems to depend upon Hunter's mark to stay competitive in combat. </p><p>Paladins (who technically have the same spell progression) will probably not only be able to prepare more spells that the ranger knows (1/2 paladin level + CHA mod), but also get Oath spells automatically prepared.</p><p></p><p></p><p>My 3 potential fixes for Moon Druids. Moon druids are considered by many to be somewhat over powerful; at least at low levels. I've come up with three fixes... depending on exactly what issues you have with them.</p><p></p><p><strong>1) All the damage you have taken in Beast Form is applied to your normal HP when you shift out.</strong></p><p>It encourages druids to use the "burn spellslots of Beast Form healing" which already exists.</p><p>If it's too brutal change it to "half the damage" or another fraction.</p><p></p><p><strong>2) After you have shifted out of Beast Form you cannot use Wild Shape for 1 minute (10 rounds)</strong> </p><p>(Regardless of whether the shift was voluntary or not)</p><p>To prevent shifting into a bear, then shifting immediately back in again as you loose all your bear hitpoints.</p><p></p><p>- This also deals with people whining about ArchDruid!</p><p></p><p><strong>3) Reduce Wild Shape Max CR for level 2 and 3 Moon Druids</strong></p><p><strong>CR 1/2 for 2nd and 3rd level moon druids (Black Bears and Crocodiles)</strong> [Hell the Black bear still has 19 HP, like a 2nd level Fighter, but far lower AC and more reasonable attacks]</p><p><strong>CR 1 for 4-5 Druids (Brown Bears and Dire Wolves)</strong></p><p><strong>CR 2 for level 6 etc (and continue with CR Level/3 from then on)</strong></p><p>From my own experience of playing a Moon Druid, playing alongside Moon Druid and DMing for Moon Druids... never actually felt the need to implement any of the rules. I am almost just happier to let Moon Druids shine at level 2 and 3.</p><p></p><p><strong>Magical Healing does not work very effectively on most "normal" NPCs</strong></p><p>This is more a specific detail for my campaign, where magic is mostly just a legend and the PC are superhuman "Unfettered" (i.e have classes and levels and memories of ancient times ), because D&D characters *are* superhuman.</p><p></p><p>If an NPC is wounded and dying then healing magic will *help a bit... maybe* but you can't just Heal a dying NPC for 1 HP and expect to straight back to their feet like players do.</p><p>Sometimes the magic can save a NPC's life, although they're still probably going to be crippled by such critical injuries, perhaps permanently. Other times it may only ease pain and allow the NPC to live a little longer.</p><p>Mostly... yeah it's upto the DM's choice and what serves the narrative the best.</p></blockquote><p></p>
[QUOTE="Illithidbix, post: 7212977, member: 12283"] [b]Take the "1 interact with an object" rule and throw it under a bus.[/b] Personally I think the "interacting with object" rule is vastly more restrictive than it needs to be, and is rather out of place with the rest of 5E rules. Many of the most common interactions with items—drawing or sheathing a sword, moving through a door that opens easily, picking up a scroll, withdrawing a potion from your backpack, and the like—do not require an action. You are generally assumed to be able to incorporate such uses into your turn, while you move and take your action. Sometimes, however, the DM will require you to use your action when an item needs special care or when it presents an unusual obstacle. For instance, a DM could reasonably expect you to use an action to open a stuck door. (Although I have heard that using it does add a tactical element to the game and makes single one-handed weapon users more viable as a useful concept) [b]All Rangers know Hunter's Mark for free[/b] Rangers get such a tiny number of known spells and the class seems to depend upon Hunter's mark to stay competitive in combat. Paladins (who technically have the same spell progression) will probably not only be able to prepare more spells that the ranger knows (1/2 paladin level + CHA mod), but also get Oath spells automatically prepared. My 3 potential fixes for Moon Druids. Moon druids are considered by many to be somewhat over powerful; at least at low levels. I've come up with three fixes... depending on exactly what issues you have with them. [b]1) All the damage you have taken in Beast Form is applied to your normal HP when you shift out.[/b] It encourages druids to use the "burn spellslots of Beast Form healing" which already exists. If it's too brutal change it to "half the damage" or another fraction. [b]2) After you have shifted out of Beast Form you cannot use Wild Shape for 1 minute (10 rounds)[/b] (Regardless of whether the shift was voluntary or not) To prevent shifting into a bear, then shifting immediately back in again as you loose all your bear hitpoints. - This also deals with people whining about ArchDruid! [b]3) Reduce Wild Shape Max CR for level 2 and 3 Moon Druids[/b] [b]CR 1/2 for 2nd and 3rd level moon druids (Black Bears and Crocodiles)[/b] [Hell the Black bear still has 19 HP, like a 2nd level Fighter, but far lower AC and more reasonable attacks] [b]CR 1 for 4-5 Druids (Brown Bears and Dire Wolves)[/b] [b]CR 2 for level 6 etc (and continue with CR Level/3 from then on)[/b] From my own experience of playing a Moon Druid, playing alongside Moon Druid and DMing for Moon Druids... never actually felt the need to implement any of the rules. I am almost just happier to let Moon Druids shine at level 2 and 3. [b]Magical Healing does not work very effectively on most "normal" NPCs[/b] This is more a specific detail for my campaign, where magic is mostly just a legend and the PC are superhuman "Unfettered" (i.e have classes and levels and memories of ancient times ), because D&D characters *are* superhuman. If an NPC is wounded and dying then healing magic will *help a bit... maybe* but you can't just Heal a dying NPC for 1 HP and expect to straight back to their feet like players do. Sometimes the magic can save a NPC's life, although they're still probably going to be crippled by such critical injuries, perhaps permanently. Other times it may only ease pain and allow the NPC to live a little longer. Mostly... yeah it's upto the DM's choice and what serves the narrative the best. [/QUOTE]
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