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<blockquote data-quote="steeldragons" data-source="post: 7310302" data-attributes="member: 92511"><p>I am a BIIIIG fan of altering the "wildshape" [hate the name and everything about it] rules.</p><p></p><p>#1: It's called "Shapeshifting." Deal with it. It's not so tough a thing to remember. If you prefer to get all grammatical n' stuff, fine, "Shape-shifting."</p><p></p><p>#2: Go back to the 1e mode of it being an ADVANCED and "oo ah wow factor" power for the class. 1e didn't gain shifting to animal forms until 7th level. And even then, it was only ever 3 times a day. This isn't about characters being able to be Plastic Man or Beast Boy, for crying out loud! This is about advancing to a state of of such perfect oneness with your self and the natural world around you, that you can alter your body's molecular arrangement and attunement into other natural forms. So, it doesn't necessarily have to be 7th level, again, but it definitely shouldn't be 1st or 2nd and NOT something on which to base an entire subclass of a Druid. </p><p></p><p>#3: Start off small and medium of no more CR or HD than half the druid's level, but nothing with a fly speed and nothing with water breathing.</p><p></p><p>Expand that, incrementally, at the druid advances to include:</p><p>3a: At 1st feature boost add in Large animals, and now S/M/L animals that can breathe water or fly</p><p>3b: Add normal and giant-sized versions of insects and arachnids, and now all attacks of any animal form count as magical weapons for the purposes of bypassing mundane weapon immunity or resistance.</p><p>3c: may now include small or medium Humanoid forms, and alter personal appearance as per Disguise Self (though not an illusion) and may not assume the form of a specific individual.</p><p>3d: as, like, a final capstone kind of power, whatever level that might be, but near to-if not the very end of-the game/level advancement, add in Elemental forms. </p><p></p><p>4: As typical for D&D druids' shapeshifting powers forms are limited to "natural" [i.e. "real life"] non-magical animals and non-fantastic or chimeric creatures, i.e., In a world of gods and magic, a pegasus or blink dog, owlbear or griffon might be considered a "natural animal/creature" within the game world. They exist on the material plane. They have always existed on this world. They are not divine extraplanar beings or wizard-made experiments. They are just a naturally accept part of the world's "fauna" within the ecosystem/food chain. But they are still "magical" creatures, off limits for druidic shapeshifting. No "celestial" or "fiendish" versions of animals. MAYBE, if you wanted to be kind, you could make allow the elemental kind after the druid achieves elemental shapeshifting, so instead of just becoming and appearing as a Fire Elemental, they are a Fire Elemental eagle (or lion or whatnot). But "normal/real world" animals only.</p><p></p><p>I'd start, maybe at 5th level. With a feature advancement every...3[?] levels. So 8th before you're an eagle, shark, or elephant; 12th before infiltrating a war council as a fly on the wall or attacking as a giant fire ant or poisonous spider; 15th before you're impersonating an orcish guard to escape their dungeon or visiting gnome town incognito; and you're 18th before taking elemental forms.</p><p></p><p>Yeah, that works for me.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7310302, member: 92511"] I am a BIIIIG fan of altering the "wildshape" [hate the name and everything about it] rules. #1: It's called "Shapeshifting." Deal with it. It's not so tough a thing to remember. If you prefer to get all grammatical n' stuff, fine, "Shape-shifting." #2: Go back to the 1e mode of it being an ADVANCED and "oo ah wow factor" power for the class. 1e didn't gain shifting to animal forms until 7th level. And even then, it was only ever 3 times a day. This isn't about characters being able to be Plastic Man or Beast Boy, for crying out loud! This is about advancing to a state of of such perfect oneness with your self and the natural world around you, that you can alter your body's molecular arrangement and attunement into other natural forms. So, it doesn't necessarily have to be 7th level, again, but it definitely shouldn't be 1st or 2nd and NOT something on which to base an entire subclass of a Druid. #3: Start off small and medium of no more CR or HD than half the druid's level, but nothing with a fly speed and nothing with water breathing. Expand that, incrementally, at the druid advances to include: 3a: At 1st feature boost add in Large animals, and now S/M/L animals that can breathe water or fly 3b: Add normal and giant-sized versions of insects and arachnids, and now all attacks of any animal form count as magical weapons for the purposes of bypassing mundane weapon immunity or resistance. 3c: may now include small or medium Humanoid forms, and alter personal appearance as per Disguise Self (though not an illusion) and may not assume the form of a specific individual. 3d: as, like, a final capstone kind of power, whatever level that might be, but near to-if not the very end of-the game/level advancement, add in Elemental forms. 4: As typical for D&D druids' shapeshifting powers forms are limited to "natural" [i.e. "real life"] non-magical animals and non-fantastic or chimeric creatures, i.e., In a world of gods and magic, a pegasus or blink dog, owlbear or griffon might be considered a "natural animal/creature" within the game world. They exist on the material plane. They have always existed on this world. They are not divine extraplanar beings or wizard-made experiments. They are just a naturally accept part of the world's "fauna" within the ecosystem/food chain. But they are still "magical" creatures, off limits for druidic shapeshifting. No "celestial" or "fiendish" versions of animals. MAYBE, if you wanted to be kind, you could make allow the elemental kind after the druid achieves elemental shapeshifting, so instead of just becoming and appearing as a Fire Elemental, they are a Fire Elemental eagle (or lion or whatnot). But "normal/real world" animals only. I'd start, maybe at 5th level. With a feature advancement every...3[?] levels. So 8th before you're an eagle, shark, or elephant; 12th before infiltrating a war council as a fly on the wall or attacking as a giant fire ant or poisonous spider; 15th before you're impersonating an orcish guard to escape their dungeon or visiting gnome town incognito; and you're 18th before taking elemental forms. Yeah, that works for me. [/QUOTE]
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