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D&D Older Editions, OSR, & D&D Variants
3.5 Druids - what to do about them?
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<blockquote data-quote="IcyCool" data-source="post: 2429048" data-attributes="member: 20308"><p>I do have to ask, I may have missed it earlier, but have you played a druid? Flame blade sounds nice, but you can bet you don't want to be close enough to use it. And used for 2 weapon fighting? Please. Same goes with Poison. It's sort of a weapon of last resort. Call lightning does 3d6 damage to a target. Woo. You get to call one per round. I'm shocked that you even think it compares to fireball. It doesn't even compare to Melf's Acid Arrow. Combining it with Cloudburst changes the damage to 3d10 instead. Only slightly better.</p><p></p><p>Out of that list, produce flame is the only one that is semi-useful, and it stops being that at around 4th to 5th level, or when the enemy starts to have elemental resistances. For reference, produce flames deals 1d6 +1 per level to a max of +5, as either a melee touch attack or as a thrown weapon (touch attack). The range is what makes it useful. Otherwise it is basically there to make your natural attacks in wildshape have the equivalent of the <em>flaming</em> ability for a few rounds.</p><p></p><p>Go back and read these "broken" spells. I'll bet you'd be surprised. The two big powerhouse spells a druid has are <em>Animal Growth</em> and <em>Shapechange</em>.</p></blockquote><p></p>
[QUOTE="IcyCool, post: 2429048, member: 20308"] I do have to ask, I may have missed it earlier, but have you played a druid? Flame blade sounds nice, but you can bet you don't want to be close enough to use it. And used for 2 weapon fighting? Please. Same goes with Poison. It's sort of a weapon of last resort. Call lightning does 3d6 damage to a target. Woo. You get to call one per round. I'm shocked that you even think it compares to fireball. It doesn't even compare to Melf's Acid Arrow. Combining it with Cloudburst changes the damage to 3d10 instead. Only slightly better. Out of that list, produce flame is the only one that is semi-useful, and it stops being that at around 4th to 5th level, or when the enemy starts to have elemental resistances. For reference, produce flames deals 1d6 +1 per level to a max of +5, as either a melee touch attack or as a thrown weapon (touch attack). The range is what makes it useful. Otherwise it is basically there to make your natural attacks in wildshape have the equivalent of the [i]flaming[/i] ability for a few rounds. Go back and read these "broken" spells. I'll bet you'd be surprised. The two big powerhouse spells a druid has are [i]Animal Growth[/i] and [i]Shapechange[/i]. [/QUOTE]
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3.5 Druids - what to do about them?
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