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A druids oath
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<blockquote data-quote="Steverooo" data-source="post: 902420" data-attributes="member: 9410"><p>Actually, it IS a question of power. Druids have TWO good saves, many spells (including quite a bit of healing), and a small host of special abilities... While "no metal weapons" may look good, at first, there is one obvious, very serious problem with it!</p><p></p><p>Ironwood!</p><p></p><p>Once this spell is gained, all weapons become open to the Druid, as wooden Longswords/Maces/Whatever are then usable by them. So which weapon proficiencies do you give them? Simple (and take away their scimitars)?</p><p></p><p>Yes, the flavor text needs work. Yes, the restrictions need explanations. Yes, the weapons list needs some updating; but still, restricting the Druid to non-metallic weapons is a bit TOO much, at lower levels, and no restriction above level 11. This also makes magical weapons for Druids basically a GM-only area (which I see as a bad thing).</p><p></p><p>So go ahead and add the greatclub, morningstar, net, scythe, etc. to their weapons list, in your game, if you think they fit. (Personally, I can't see adding the bow, as I, personally, see no aspect of nature which it reflects, save (perhaps) the shooting rays of the sun). The flail and trident I am iffy about (do Druids use all agriculturally-based weapons? If so, polearms based on pruninghooks, etc., must also be added! Another name for the Trident, however, is the "Tiger Spear"). The thrown rock (and sling, and staff-sling) I would allow.</p><p></p><p>So, in short, I favor the weapon restrictions, but with more explanation in the flavor-text, and some revamping in the next version.</p><p></p><p>Remember: If you <em>really</em> want to use a bow, you can: you just give up your Druidical powers for the next 24 hours. Might as well grab some chainmail and a two-hander, while you're at it. Calatane did...</p></blockquote><p></p>
[QUOTE="Steverooo, post: 902420, member: 9410"] Actually, it IS a question of power. Druids have TWO good saves, many spells (including quite a bit of healing), and a small host of special abilities... While "no metal weapons" may look good, at first, there is one obvious, very serious problem with it! Ironwood! Once this spell is gained, all weapons become open to the Druid, as wooden Longswords/Maces/Whatever are then usable by them. So which weapon proficiencies do you give them? Simple (and take away their scimitars)? Yes, the flavor text needs work. Yes, the restrictions need explanations. Yes, the weapons list needs some updating; but still, restricting the Druid to non-metallic weapons is a bit TOO much, at lower levels, and no restriction above level 11. This also makes magical weapons for Druids basically a GM-only area (which I see as a bad thing). So go ahead and add the greatclub, morningstar, net, scythe, etc. to their weapons list, in your game, if you think they fit. (Personally, I can't see adding the bow, as I, personally, see no aspect of nature which it reflects, save (perhaps) the shooting rays of the sun). The flail and trident I am iffy about (do Druids use all agriculturally-based weapons? If so, polearms based on pruninghooks, etc., must also be added! Another name for the Trident, however, is the "Tiger Spear"). The thrown rock (and sling, and staff-sling) I would allow. So, in short, I favor the weapon restrictions, but with more explanation in the flavor-text, and some revamping in the next version. Remember: If you [I]really[/I] want to use a bow, you can: you just give up your Druidical powers for the next 24 hours. Might as well grab some chainmail and a two-hander, while you're at it. Calatane did... [/QUOTE]
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