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2024 Player's Handbook Reveal: Shape of "New Druid"
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<blockquote data-quote="Neonchameleon" data-source="post: 9388306" data-attributes="member: 87792"><p>Meanwhile most of us don't miss the flavours of soil, grit, and pesticides. And if we want something a little spicier than modern D&D offers adding hot source is easy. It's harder to wash the vegetables after they are already on the plate.</p><p></p><p>95% of them do. But a lot of them do so in a more polytheistically accurate way, for the pantheon with a primary rather than exclusive god.</p><p></p><p>And of the 1% that don't? Either in practice they wouldn't have before or they are weirdnesses like a Cleric of the Blood of Vol, thoroughly believing in their cult.</p><p></p><p>But most of them do. However Stars and Wildfire druids might do other things.</p><p></p><p>The warlock has only been around since late 3.5 when they bloodlined into a power source. Pacts and Patrons have only been a thing in D&D since 2008</p><p></p><p>Meanwhile the most iconic warlock in D&D history is probably Raistlin Majere, with his Undying Patron Fistandantilus. Unfortunately old school D&D was short on variety of ingredients so the Wizard class had to carry Raistlin meaning that all the mechanical flavour he got was about memorizing spells. Modern D&D has more flavour even replicating old characters.</p><p></p><p>And talking of vegetables that weren't washed properly we reach the paladin. The paladin that created arguments rather than interesting roleplaying opportunities because they wouldn't associate with evil characters. The paladin whose mechanics meant that if you suspected they had fallen you could test whether they could Lay on Hands.</p><p></p><p>And the Paladin that was pretty much forced to behave like a self righteous unbending jackass because if they made one mistake and let their hair down once they risked losing their powers permanently. (And even that wasn't necessarily enough; a paladin mind controlled into an evil act explicitly lost their powers in, I think, 2e).</p><p></p><p>Especially when the lore was bad (alignment with supernatural consequences). Good lore is empowering, not pigeon holing and doesn't force you to follow it under dire mechanical threat.</p><p></p><p>Meanwhile back in the day most classes were text and numbers - and didn't have subclasses (fighter and thief being case studies). And even when wizards had a subclass it just told them they got more spells of one type and fewer of another.</p><p></p><p>Indeed</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9388306, member: 87792"] Meanwhile most of us don't miss the flavours of soil, grit, and pesticides. And if we want something a little spicier than modern D&D offers adding hot source is easy. It's harder to wash the vegetables after they are already on the plate. 95% of them do. But a lot of them do so in a more polytheistically accurate way, for the pantheon with a primary rather than exclusive god. And of the 1% that don't? Either in practice they wouldn't have before or they are weirdnesses like a Cleric of the Blood of Vol, thoroughly believing in their cult. But most of them do. However Stars and Wildfire druids might do other things. The warlock has only been around since late 3.5 when they bloodlined into a power source. Pacts and Patrons have only been a thing in D&D since 2008 Meanwhile the most iconic warlock in D&D history is probably Raistlin Majere, with his Undying Patron Fistandantilus. Unfortunately old school D&D was short on variety of ingredients so the Wizard class had to carry Raistlin meaning that all the mechanical flavour he got was about memorizing spells. Modern D&D has more flavour even replicating old characters. And talking of vegetables that weren't washed properly we reach the paladin. The paladin that created arguments rather than interesting roleplaying opportunities because they wouldn't associate with evil characters. The paladin whose mechanics meant that if you suspected they had fallen you could test whether they could Lay on Hands. And the Paladin that was pretty much forced to behave like a self righteous unbending jackass because if they made one mistake and let their hair down once they risked losing their powers permanently. (And even that wasn't necessarily enough; a paladin mind controlled into an evil act explicitly lost their powers in, I think, 2e). Especially when the lore was bad (alignment with supernatural consequences). Good lore is empowering, not pigeon holing and doesn't force you to follow it under dire mechanical threat. Meanwhile back in the day most classes were text and numbers - and didn't have subclasses (fighter and thief being case studies). And even when wizards had a subclass it just told them they got more spells of one type and fewer of another. Indeed [/QUOTE]
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