How To Do Wildshape

The D&DN Druid's Wild Shape Ability Should Be:

  • A spell, or a family of spells.

    Votes: 25 35.2%
  • A class feature, that is usable X times per day.

    Votes: 20 28.2%
  • An encounter power.

    Votes: 0 0.0%
  • An at-will power.

    Votes: 13 18.3%
  • Something else entirely (explain).

    Votes: 9 12.7%
  • Removed forever.

    Votes: 4 5.6%

I really hope that Wild Shape is not the definitive class feature for the druid. I don't want all druids to be quasi-lycanthrope beastmasters; I want the option to have earthy nature-wizards, plant-loving tenders of sacred groves, summoners of the spirits of nature, and masters of elemental forces, too.
 
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I really hope that Wild Shape is not the definitive class feature for the druid. I don't want all druids to be quasi-lycanthrope beastmasters; I want the option to have earthy nature-wizards, plant-loving tenders of sacred groves, and masters of wind, weather, and/or elemental forces.
On one hand, I kind of agree with that, but on the other, it's really a larger issue.

Do you want all clerics to be heavily armored undead hunters? All rogues to be stealthy backstabbers? All rangers to use archery or TWF?

I don't think it makes any sense to disconnect the druid from wild shape unless you similarly break down all the classes, which I agree sounds good, but which they don't seem to be doing.
 

I don't think it makes any sense to disconnect the druid from wild shape unless you similarly break down all the classes, which I agree sounds good, but which they don't seem to be doing.

I'd argue that the druid as it is covers a lot more space than the other classes in the playtest, so it makes sense to break it down but leave them as-is.

Also, the cleric is no longer as much of an undead-hunter by default as they were previously. They made turn undead into a spell, just like we are proposing to do with wild shape.
 

I think the Specialty/Feat system offers and excellent delivery method for the wild shape mechanic. Since Next is all about choice and scaling, that would allow druid players the option to skip Wildshape if they don't care for it as well as give other nature-y characters the opportunity to pick it up. It seems like it would be pretty easy to implement.

I think the prerequisite should be the ability to cast primal spells. Yes, I think that primal spells should be codified into Next, but that's a different conversation.

The first level of the Specialty would probably just add some sort of enhanced animal empathy/affinity, but from level 3 on the character would gain the ability to change into a natural beast as an action. I don't like per day abilities, so I'd be more inclined to just have realistic limitations on the character's abilities while shifted. As far as statistics and abilities, I'd think it would work somewhere between 4e sentinel companions, 13th Age companions, and the familiar rules in the playtest. So, like... there would be a set of base assumptions that would be modified by an animal affinity the druid chooses. A bear would be tougher, a wolf stronger, etc... probably scaling with level somehow.

From level 6 and onward, levels would offer the option to add more affinities and/or expand the character's abilities while shifted. Things like adding the ability to speak/cast/heal while shifted and such.

I think it's pretty exciting and fun to think about Wildshape rangers and shaman in addition to druids. This really plays into the Next design philosophy as it would give players the opportunity to really theme a Nature-based character without complicated multiclassing and such.
 

I'd argue that the druid as it is covers a lot more space than the other classes in the playtest, so it makes sense to break it down but leave them as-is.
Well, that's kind of what a druid is, isn't it? Spellcasting, combat, and wild shape are all inherent to the concept (though again, I like the noncombat tree tender or the summoner or whatever other variant you can come up with as much as the next guy).

Also, the cleric is no longer as much of an undead-hunter by default as they were previously. They made turn undead into a spell, just like we are proposing to do with wild shape.
Well, maybe more of an armored healer now. It still doesn't exactly capture the variety that it could, even with domains.
 

Well, that's kind of what a druid is, isn't it? Spellcasting, combat, and wild shape are all inherent to the concept (though again, I like the noncombat tree tender or the summoner or whatever other variant you can come up with as much as the next guy).

Sure, that's fine. I don't disagree. In fact that's why I think that wild shaping shouldn't be the central conceit of the class, granted at-will to every druid. They've got a lot of ground to cover, so make it a spell option that some druids will chose to prepare, others will ignore in favor of being a beastmaster hellbent on leading Gaia's revenge.
 

To me the main balance issue with wildshape was that it was disconnected from Spellcasting. Wildshape and Natural spell sacrificed just a feat. The flavor issue was the force of wildshape onto the druid making it too good to ignore.

Making it a spell is the easiest way to handle it. But I don't like it as it feels lazy.

I'd prefer it be a X/day ability that is fueled by the same resource as spells. The druid must choose between spells and shapes each level.
 


I think the Specialty/Feat system offers and excellent delivery method for the wild shape mechanic.

. . .

The first level of the Specialty would probably just add some sort of enhanced animal empathy/affinity, but from level 3 on the character would gain the ability to change into a natural beast as an action.

If they used this approach, I wouldn't have animal affinity be the first level benefit. That makes more sense for a beast master specialty, and doesn't lead obviously on to the ability to shapechange.

I'd give them some "drift" representing their ability to channel animal spirits into themselves. Not quite shapechanging yet, but something more than human nonetheless. Things like scent, night vision, or the ability to hold your breath for fifteen minutes at a time are along the lines of what I'm thinking of.
 


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