Even the WoW druid and the D&D 5e druid had only some "subclasses" focused on beast form, many 5e subclasses even have alternative uses for animal form. Meanwhile in daggerheart thats the strongest feature for all druids.
In Daggerheart that is the feature
that differentiates them from other classes. It's a strong feature (so are all the base class features). When you look at the Druid the first things visible about them are Druid (Arcana/Sage) in other words "Magical Caster/Close to nature". Daggerheart druids are magical casters close to nature. Their base class feature is in third place and what differentiates them from other magical casters and other people close to nature. And one of the ways of emphasising how close to nature they are is that they wild shape.
But where does the Druid's ability to shapeshift come from? Mythological transformation chases are a
thing across a whole lot of mythologies.
The logic is very simple:
- Magical shapeshifters are a cool and fun archetype, well worth representing and the game is better with this archetype
- Due to the way Daggerheart power budgets work and the strength of shapeshifting this needs to be done by a base class
- If we are going to do this the Druid has a lot of association, particularly in modern mythology, with the shapeshifting caster
And because of the way Daggerheart domains work you can go almost pure arcane magic with them or almost pure nature magic. It covers a broad range of shapeshifting tricksters that, whether you like it or not, are most strongly associated with druids.
But this doesn't mean that Daggerheart druids are the
only nature casters. There are also Rangers which can range from the D&D ranger with a splash of nature magic to pretty heavy nature casters and almost certainly from H&F Witches who cover Sage and Dread - the nature/death alliance and potions which is a very definite archetype.
So Daggerheart takes a big archetype (magical flexible shapeshifters) and associates it with a class they are already associated with while covering other archetypes related to the class.
But well about other forms of druids:
So ... an outlier. A village alchemist and not like the others. And a Daggerheart witch.
In M:tG and Inis they zoom out and don't cover all abilities. Druids are magical casters close to nature. In the Witcher druids are magical casters close to nature although I suspect witches.
- In elderscrolls, one of the most successfull game series (skyrim is in top 10 most sold games) druids are also a form of nature worshiping priests also connected with death: https://elderscrolls.fandom.com/wiki/Druids
So ... Daggerheart witches in other words. I can live with that.
- In mythology Mug Ruith: A highly powerful Irish Archdruid who could raise storms
Who among other things could change his size and shape, turning into a giant. A magical shapeshifting druid.
- In PF2 only 1 subclass can transform into animals, the druid is just a nature based caster (with primal spells).
And Daggerheart didn't want to be boring and make the druid
just a nature based caster with natural spells.
- In 13th age only 1 "partial class" of the druid can transform into animals. Other ones can have an animal companion or are a fighter of nature or a land/nature based castee.
So 13th Age druids
can shapeshift. Meanwhile if you want to be a nature based caster in Daggerheart or a nature magical fighter (frequently with a beast companion) you play a
Ranger leaning into the Sage domain. So... your problem is that the archetypes got shuffled slightly.
- In D&D 4e only 1 out of the 3 druid classes could transform into animals. Another had an animal companion and the last could summon plants to hinder enemies
You mean the first one could - and the others were more obscure. The second is at the Magical/Sage end of Ranger.