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Adjusting Wildshape
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<blockquote data-quote="Hawk Diesel" data-source="post: 7225771" data-attributes="member: 59848"><p>I'm a little more flexible. I don't mind the wildshape being described as monstrous, fey, even mechanical (warforged transformer!) so long as it is relatively appropriate based on the capabilities of the form. But glad we're on the same page! I really think believing monsters (even if they are beasts) are balanced PC options is not smart. Especially since any additional monsters created in upcoming books may not be balanced to use as wildshape forms. A great example would be cranium rats from Volo's Guide. They are technically perfect options for a wildshaping druid, but is it really balanced to allow a wildshaping druid to gain the ability to mask themselves from thought detection? What other monsters might come up in future expansions? It's not great. At least new spells that are created are created with the players and relative balance in mind.</p><p></p><p></p><p></p><p>Personally, I'm ok with the ability to fly for player characters. I allow the Aarakroca in my games, so I have no qualms about fly. I know others have a different stance, which is ok. But that fly potential is also one of the advantages of being a druid that other classes really don't gain (with the exception of dragon sorcerers at higher level).</p><p></p><p></p><p></p><p>I've considered this, as well as maybe being able to have human hands for grasping weapons and allowing armor to adjust to the form rather than get sucked into it (allowing armed and armor were-creature versions). The one thing this kinda fogs up is the limitation of spellcasting. It becomes a bit more difficult to limit spellcasting if the form is technically able to move like a person and speak like a person.</p><p></p><p></p><p></p><p>Any suggestions how you might boost it? Also, I'm not sure I am as worried about the damage potential, since moon druids will have access to more HP and allow them to soak attacks. Plus, with abilities such as pack tactics, grapple (as found in the giant crab entry), rampage, and such to boost combat without adding to direct damage, do you feel the damage still needs to be increased?</p><p></p><p></p><p></p><p></p><p>Then this isn't for you. But I'm not talking about replacing or re-implementing a ribbon ability or something that is pure flavor. I'm adjusting actual class features that, believe it or not, have a concrete impact on the GAME. Yes, this is a role playing game, and so the story cannot be left out of the equation, but if this weren't a game, why would you need any rules? Just do freeform or a group storytelling. I'm not trying to bog the game down, and actually feel this change can streamline the game and give the player more flexibility and agency over their powers, as well as have this strange mechanic be more aligned with the philosophy of 5e in general.</p><p></p><p></p><p></p><p>I won't take it at all. Don't let the door hit you on the way out. This thread is for people who, shock shock, care about the mechanics and making them more fun. If you aren't on board (whether that's finding ways to improve what I'm suggesting or even tearing it apart because of my own blind spots towards issues of balance and player enjoyment), then I don't really need your input.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7225771, member: 59848"] I'm a little more flexible. I don't mind the wildshape being described as monstrous, fey, even mechanical (warforged transformer!) so long as it is relatively appropriate based on the capabilities of the form. But glad we're on the same page! I really think believing monsters (even if they are beasts) are balanced PC options is not smart. Especially since any additional monsters created in upcoming books may not be balanced to use as wildshape forms. A great example would be cranium rats from Volo's Guide. They are technically perfect options for a wildshaping druid, but is it really balanced to allow a wildshaping druid to gain the ability to mask themselves from thought detection? What other monsters might come up in future expansions? It's not great. At least new spells that are created are created with the players and relative balance in mind. Personally, I'm ok with the ability to fly for player characters. I allow the Aarakroca in my games, so I have no qualms about fly. I know others have a different stance, which is ok. But that fly potential is also one of the advantages of being a druid that other classes really don't gain (with the exception of dragon sorcerers at higher level). I've considered this, as well as maybe being able to have human hands for grasping weapons and allowing armor to adjust to the form rather than get sucked into it (allowing armed and armor were-creature versions). The one thing this kinda fogs up is the limitation of spellcasting. It becomes a bit more difficult to limit spellcasting if the form is technically able to move like a person and speak like a person. Any suggestions how you might boost it? Also, I'm not sure I am as worried about the damage potential, since moon druids will have access to more HP and allow them to soak attacks. Plus, with abilities such as pack tactics, grapple (as found in the giant crab entry), rampage, and such to boost combat without adding to direct damage, do you feel the damage still needs to be increased? Then this isn't for you. But I'm not talking about replacing or re-implementing a ribbon ability or something that is pure flavor. I'm adjusting actual class features that, believe it or not, have a concrete impact on the GAME. Yes, this is a role playing game, and so the story cannot be left out of the equation, but if this weren't a game, why would you need any rules? Just do freeform or a group storytelling. I'm not trying to bog the game down, and actually feel this change can streamline the game and give the player more flexibility and agency over their powers, as well as have this strange mechanic be more aligned with the philosophy of 5e in general. I won't take it at all. Don't let the door hit you on the way out. This thread is for people who, shock shock, care about the mechanics and making them more fun. If you aren't on board (whether that's finding ways to improve what I'm suggesting or even tearing it apart because of my own blind spots towards issues of balance and player enjoyment), then I don't really need your input. [/QUOTE]
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