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Adjusting Wildshape
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<blockquote data-quote="Mephista" data-source="post: 7225549" data-attributes="member: 6786252"><p>Well, it is artificial, mostly because it gives the DM leverage to say that, say, dinosaurs don't exist in their setting, so no, you cannot turn into one. Its not really meant to ban turning into a grizzly bear when you play in the Sword Coast, though it is banned if you play in a Dark Suns setting (I would guess that bears don't exist there?).</p><p></p><p> Now, I'm a fan of allowing just a single form that grows with time. Or just leaving the usual 1/8th or whatever level CR most druids can change into and adopting one "advanced" form that you can shift into with growing stats. The reason is because I like the idea of a spider-focused drow druid, or a were(-wolf, -panther, -cow, -fox) shifter, and so on. Single animal form you embrace. I really do like the idea of a single war-form</p><p></p><p>But you are making things way over complicated here. Most of the time, a druid turning into a bird or frog or whatever don't really depend on stats. AS you mention elsewhere, its mostly as an exploratory thing. So, why not just make notes for said exploration bits and go from there? </p><p></p><p> Hmm... HP seems to be following 4e's philosophy. Most of the tankiness is supposed to come from sacrificing spell slots. You're standardizing speed and, well, almost everything. That's kind of boring. Part of the interesting things about picking your form is being the large lumbering bear versus the agile snake, versus stalking tiger. Sure, there's the abilities, but having it reflected in the stats is good too. You're better off with either giving a second standard array for the Moon druid to track, or start off with a base animal stat and letting it grow with level in some way.</p><p></p><p>As it is? You're lacking any real growth. Hells, there's not even any multiple attacks at level 5+. This means that you'll always be attackign with just 1d8+3 damage. That's not good.</p><p></p><p>Plus, you're not really looking at the Moon Druid's level 6~14 subclass levels. just the apprentice levels. While level 6's primal strike really doesn't need adjustments (maybe put in Multi-Attack here), level 10 and 14 are basically completely and utterly unrealistic to leave alone.</p><p></p><p></p><p></p><p> Curious minds inquiring. How much have they mattered in your games? I've never seen dice rolls really come up in my game related to animal shapes.</p></blockquote><p></p>
[QUOTE="Mephista, post: 7225549, member: 6786252"] Well, it is artificial, mostly because it gives the DM leverage to say that, say, dinosaurs don't exist in their setting, so no, you cannot turn into one. Its not really meant to ban turning into a grizzly bear when you play in the Sword Coast, though it is banned if you play in a Dark Suns setting (I would guess that bears don't exist there?). Now, I'm a fan of allowing just a single form that grows with time. Or just leaving the usual 1/8th or whatever level CR most druids can change into and adopting one "advanced" form that you can shift into with growing stats. The reason is because I like the idea of a spider-focused drow druid, or a were(-wolf, -panther, -cow, -fox) shifter, and so on. Single animal form you embrace. I really do like the idea of a single war-form But you are making things way over complicated here. Most of the time, a druid turning into a bird or frog or whatever don't really depend on stats. AS you mention elsewhere, its mostly as an exploratory thing. So, why not just make notes for said exploration bits and go from there? Hmm... HP seems to be following 4e's philosophy. Most of the tankiness is supposed to come from sacrificing spell slots. You're standardizing speed and, well, almost everything. That's kind of boring. Part of the interesting things about picking your form is being the large lumbering bear versus the agile snake, versus stalking tiger. Sure, there's the abilities, but having it reflected in the stats is good too. You're better off with either giving a second standard array for the Moon druid to track, or start off with a base animal stat and letting it grow with level in some way. As it is? You're lacking any real growth. Hells, there's not even any multiple attacks at level 5+. This means that you'll always be attackign with just 1d8+3 damage. That's not good. Plus, you're not really looking at the Moon Druid's level 6~14 subclass levels. just the apprentice levels. While level 6's primal strike really doesn't need adjustments (maybe put in Multi-Attack here), level 10 and 14 are basically completely and utterly unrealistic to leave alone. Curious minds inquiring. How much have they mattered in your games? I've never seen dice rolls really come up in my game related to animal shapes. [/QUOTE]
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