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4e Druid Conversion for my campaign (version 0.9)
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<blockquote data-quote="KKDragonLord" data-source="post: 4239852" data-attributes="member: 53721"><p>Just tested the druid class for the first time and reached the same mindframe i had when i had first designed it which was just after dming 4e for the first time</p><p></p><p>What that means is that, after reviewing the druid several times i ended up taking out more than i should for fear of it being unbalanced</p><p></p><p>The lack of hit points made the player worried too much about his companion dying </p><p>and also, the companion couldnt do much at all with such low attack scores, granted that it was against some same level enemies but that had lots of hit points and AC, (hobgoblin Soldiers), the orc raiders were irrelevant mostly and the warcaster hobgoblin was targeted for all the suprise attacks of the party, i made it easy for them to get the terrain advantage over their foes and in the beginning they just feathered him with suprise attacks till he dropped dead</p><p>(he shouldnt have such high perception scores, they got him cuz he saw them)</p><p></p><p>The players were very worried for seeing the damage pile up and the enemies standing their ground, but the truth is that they were mostly fine, didnt even have to use more than 1 or two second winds. The'll be good as new for the next fights and hopefully those will be worrisome for the entire party.</p><p></p><p>but as i said, as is, the animal companion seems fine, kinda weak really, but maybe its ok, the idea is that the druid will have to be very careful with it, and use some healing too</p><p>i just think he should go back to +8 to attack, as for the human guards lvl 1 from D&D XP</p><p>+6 seems low for now, in fact, it should be in the least a +7, 3 from str 3 from natural weapon and 1 from level, and lets face it, a 1d8+3 is not a huge amount of damage</p><p>ill consider enhancing it some more really... a little more AC perhaps, and a +8 to the attack score and it is just fine, not unbalanced at all =)</p></blockquote><p></p>
[QUOTE="KKDragonLord, post: 4239852, member: 53721"] Just tested the druid class for the first time and reached the same mindframe i had when i had first designed it which was just after dming 4e for the first time What that means is that, after reviewing the druid several times i ended up taking out more than i should for fear of it being unbalanced The lack of hit points made the player worried too much about his companion dying and also, the companion couldnt do much at all with such low attack scores, granted that it was against some same level enemies but that had lots of hit points and AC, (hobgoblin Soldiers), the orc raiders were irrelevant mostly and the warcaster hobgoblin was targeted for all the suprise attacks of the party, i made it easy for them to get the terrain advantage over their foes and in the beginning they just feathered him with suprise attacks till he dropped dead (he shouldnt have such high perception scores, they got him cuz he saw them) The players were very worried for seeing the damage pile up and the enemies standing their ground, but the truth is that they were mostly fine, didnt even have to use more than 1 or two second winds. The'll be good as new for the next fights and hopefully those will be worrisome for the entire party. but as i said, as is, the animal companion seems fine, kinda weak really, but maybe its ok, the idea is that the druid will have to be very careful with it, and use some healing too i just think he should go back to +8 to attack, as for the human guards lvl 1 from D&D XP +6 seems low for now, in fact, it should be in the least a +7, 3 from str 3 from natural weapon and 1 from level, and lets face it, a 1d8+3 is not a huge amount of damage ill consider enhancing it some more really... a little more AC perhaps, and a +8 to the attack score and it is just fine, not unbalanced at all =) [/QUOTE]
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