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Advice on replacing druid shapeshifting?
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<blockquote data-quote="sunrisekid" data-source="post: 6358520" data-attributes="member: 57326"><p>That stuff is balanced for low-level; and compared to clerics channeling godly intent or wizards shooting fire, the druid is not that outlandish.</p><p></p><p>The deeper reticence, as with below, is that it makes it a bit harder for me to limit player options. For comparable reasons, I've taken to blocking Teleport and Fly spells (and similar others) so that characters can't simply "fly away from their problems". Druids turning into a bird and flying past a challenge is comparable. Or Eladrin-style teleports. I like the idea the prisons are actually hard to escape, perhaps even for seasoned adventures. So many adventures have been written along the theme of escape; advanced magic can easily bypass that. Recall the "6E" houserules from a few years back, that's the reasoning I follow. However, that's tempered by having to compromise with my limited player base. </p><p></p><p></p><p></p><p>Much as I'd like to play that sort of game, my players are more interested in trying out everything available. Which is good because it keeps them interested in playing but at the end of the day I started this gaming group to play a particular kind of game. If it resembles only a little of what you described then I'll settle for that.</p></blockquote><p></p>
[QUOTE="sunrisekid, post: 6358520, member: 57326"] That stuff is balanced for low-level; and compared to clerics channeling godly intent or wizards shooting fire, the druid is not that outlandish. The deeper reticence, as with below, is that it makes it a bit harder for me to limit player options. For comparable reasons, I've taken to blocking Teleport and Fly spells (and similar others) so that characters can't simply "fly away from their problems". Druids turning into a bird and flying past a challenge is comparable. Or Eladrin-style teleports. I like the idea the prisons are actually hard to escape, perhaps even for seasoned adventures. So many adventures have been written along the theme of escape; advanced magic can easily bypass that. Recall the "6E" houserules from a few years back, that's the reasoning I follow. However, that's tempered by having to compromise with my limited player base. Much as I'd like to play that sort of game, my players are more interested in trying out everything available. Which is good because it keeps them interested in playing but at the end of the day I started this gaming group to play a particular kind of game. If it resembles only a little of what you described then I'll settle for that. [/QUOTE]
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