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D&D Older Editions, OSR, & D&D Variants
Completed 4e Druid (Updated 7/11, New Items; More Versatile)
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<blockquote data-quote="pyrogod" data-source="post: 4358892" data-attributes="member: 68393"><p>My apologies for the lack of clarity. I feel it is too weak at level 2, as 1/2 level equals 1, and 1 hp isn't worth spending a minor action on. I think it scales pretty well at 30, as druids aren't leaders and it is additional healing on top of other abilities and equipment. If you change it to 3 + 1/2 level, then it's good at level 1 and good, but not too good, at level 30.</p><p></p><p>At 3 + 1/2 level with a druid of +4 ability, you would get a total of 16 hit points healed with a daily ability, which is good, but fair.</p><p> </p><p></p><p></p><p>Ah. I did not recall that rule. Thanks for the information.</p><p> </p><p></p><p></p><p>Monsters get healing surges (1 at heroic, +1 per tier), but have no way to use them unless otherwise specified. From my recollection, healing among monsters is fairly rare.</p><p> </p><p></p><p></p><p>I was more thinking of Vigor (level 16) and Call Storm (level 13. Burst 6 within 10 is absolutely huge. The range isn't much to write home about, but burst 6 is bigger than almost all wizard spells). But, on this regard, I would only suggest it is something to be looked into at this point. I think some flexibility on roles could be a good thing in many instances.</p><p></p><p>Though we don't want the druid to steal the wizard's thunder (pun intentional).</p></blockquote><p></p>
[QUOTE="pyrogod, post: 4358892, member: 68393"] My apologies for the lack of clarity. I feel it is too weak at level 2, as 1/2 level equals 1, and 1 hp isn't worth spending a minor action on. I think it scales pretty well at 30, as druids aren't leaders and it is additional healing on top of other abilities and equipment. If you change it to 3 + 1/2 level, then it's good at level 1 and good, but not too good, at level 30. At 3 + 1/2 level with a druid of +4 ability, you would get a total of 16 hit points healed with a daily ability, which is good, but fair. Ah. I did not recall that rule. Thanks for the information. Monsters get healing surges (1 at heroic, +1 per tier), but have no way to use them unless otherwise specified. From my recollection, healing among monsters is fairly rare. I was more thinking of Vigor (level 16) and Call Storm (level 13. Burst 6 within 10 is absolutely huge. The range isn't much to write home about, but burst 6 is bigger than almost all wizard spells). But, on this regard, I would only suggest it is something to be looked into at this point. I think some flexibility on roles could be a good thing in many instances. Though we don't want the druid to steal the wizard's thunder (pun intentional). [/QUOTE]
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Completed 4e Druid (Updated 7/11, New Items; More Versatile)
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