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<blockquote data-quote="Henry" data-source="post: 7311340" data-attributes="member: 158"><p>My apologies; I totally missed your changes to the Moon Druid Wild Shape at the bottom of the post (either due to the late hour or senility, not sure which <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) That fixes most of my concerns about disincentivizing it. However it’s biggest concerns for me are the temp hit points and the fact that it does make druids more dependent on their physical stats.</p><p></p><p>1) The temp hit points being equal to Druid level (instead of being a totally separate pool as it is now) means a druid gets knocked out of the fight pretty quickly; I know this is a complaint for some people, but it makes the Druid robust in support without being too powerful offensively. If needed, my Moon Druid can put up with three times the punishment of our paladin, but he can’t dish out the same kind of damage. He makes an excellent anchor for a front line temporarily and if a front line fighter goes down can fill in until the cleric can get them back up.</p><p></p><p>2) being so much more heavily dependent on a Druid’s existing stats means that as others have said you have to be strong in not one or two abilities, but four (Strength, Dex, Con, and Wisdom). 5 or 10 extra hit points will only keep you in the fight for at most one extra round.</p><p></p><p>3) finally, not a mechanical complaint so much as a complexity complaint - it feels far more complex to me, much like the way you have to keep track of spell buffs in 3e or Pathfinder. I’d have to keep a separate sheet to keep track of my wild form stuff (due to all the altered stats being based on the druid’s existing stats), instead of the way it is now, which is to flip open the monster manual and just read off of a short stat block. Actually, there’s an app on Android that keeps track of all of a druid’s Wild shape possibilities by CR and movement mode that even takes the Monster manual out of the equation.</p></blockquote><p></p>
[QUOTE="Henry, post: 7311340, member: 158"] My apologies; I totally missed your changes to the Moon Druid Wild Shape at the bottom of the post (either due to the late hour or senility, not sure which :)) That fixes most of my concerns about disincentivizing it. However it’s biggest concerns for me are the temp hit points and the fact that it does make druids more dependent on their physical stats. 1) The temp hit points being equal to Druid level (instead of being a totally separate pool as it is now) means a druid gets knocked out of the fight pretty quickly; I know this is a complaint for some people, but it makes the Druid robust in support without being too powerful offensively. If needed, my Moon Druid can put up with three times the punishment of our paladin, but he can’t dish out the same kind of damage. He makes an excellent anchor for a front line temporarily and if a front line fighter goes down can fill in until the cleric can get them back up. 2) being so much more heavily dependent on a Druid’s existing stats means that as others have said you have to be strong in not one or two abilities, but four (Strength, Dex, Con, and Wisdom). 5 or 10 extra hit points will only keep you in the fight for at most one extra round. 3) finally, not a mechanical complaint so much as a complexity complaint - it feels far more complex to me, much like the way you have to keep track of spell buffs in 3e or Pathfinder. I’d have to keep a separate sheet to keep track of my wild form stuff (due to all the altered stats being based on the druid’s existing stats), instead of the way it is now, which is to flip open the monster manual and just read off of a short stat block. Actually, there’s an app on Android that keeps track of all of a druid’s Wild shape possibilities by CR and movement mode that even takes the Monster manual out of the equation. [/QUOTE]
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