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General Tabletop Discussion
*Dungeons & Dragons
Fix for the Druid's Wildshape: A limited number of beasts
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<blockquote data-quote="FitzTheRuke" data-source="post: 9024844" data-attributes="member: 59816"><p>That's decent work, but do you think"40 or 50" statblocks don't count as "endless searching"? I mean, you're right that at least it's not in a separate book, but I'd much rather have 3-5 useful statblocks that can fit on ONE PAGE that I can have at the table. My preference would be for it to fit ON THE CHARACTER SHEET, along with the rest of the character, AND still be versatile enough that I could change into multiple animals for various purposes AND have a unique ability that speaks to that particular animal.</p><p></p><p>This really shouldn't be that hard to design, IMO. Most monster (beast) statblocks are not much more than HP, ability scores, & an attack for a damage type. If we're lucky, they have one or two abilities. A tiny "scout" animal can give up good HP, STR, CON, & damage for a cool ability or two (say, sneaking (rodents), perception (birds); leaping (frogs & monkeys), or whatever); a large "brute" animal can instead have good HP, STR, CON, & Damage while only having "ribbon" features (by comparison); while a medium "skirmisher" animal can be somewhere in-between.</p><p></p><p>A solidly built list of special abilities can, first of all, be easily gathered from the extant ones in the existing beast statblocks, but can also be "filled out" with more.</p><p></p><p>I mean, does it really matter if your Druid wildshaped into a Lion has the same HP/STR/CON as the one wildshaped into a Bear, if one has a "pounce" ability and the other a "hug"?</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9024844, member: 59816"] That's decent work, but do you think"40 or 50" statblocks don't count as "endless searching"? I mean, you're right that at least it's not in a separate book, but I'd much rather have 3-5 useful statblocks that can fit on ONE PAGE that I can have at the table. My preference would be for it to fit ON THE CHARACTER SHEET, along with the rest of the character, AND still be versatile enough that I could change into multiple animals for various purposes AND have a unique ability that speaks to that particular animal. This really shouldn't be that hard to design, IMO. Most monster (beast) statblocks are not much more than HP, ability scores, & an attack for a damage type. If we're lucky, they have one or two abilities. A tiny "scout" animal can give up good HP, STR, CON, & damage for a cool ability or two (say, sneaking (rodents), perception (birds); leaping (frogs & monkeys), or whatever); a large "brute" animal can instead have good HP, STR, CON, & Damage while only having "ribbon" features (by comparison); while a medium "skirmisher" animal can be somewhere in-between. A solidly built list of special abilities can, first of all, be easily gathered from the extant ones in the existing beast statblocks, but can also be "filled out" with more. I mean, does it really matter if your Druid wildshaped into a Lion has the same HP/STR/CON as the one wildshaped into a Bear, if one has a "pounce" ability and the other a "hug"? [/QUOTE]
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Fix for the Druid's Wildshape: A limited number of beasts
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