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Daggerheart Discussion
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<blockquote data-quote="Neonchameleon" data-source="post: 9895271" data-attributes="member: 87792"><p>In Daggerheart that is the feature <em>that differentiates them from other classes</em>. 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.</p><p></p><p>But where does the Druid's ability to shapeshift come from? Mythological transformation chases are a <em>thing</em> across a whole lot of mythologies. </p><p></p><p>The logic is very simple:</p><ol> <li data-xf-list-type="ol">Magical shapeshifters are a cool and fun archetype, well worth representing and the game is better with this archetype</li> <li data-xf-list-type="ol">Due to the way Daggerheart power budgets work and the strength of shapeshifting this needs to be done by a base class</li> <li data-xf-list-type="ol">If we are going to do this the Druid has a lot of association, particularly in modern mythology, with the shapeshifting caster</li> </ol><p>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.</p><p></p><p>But this doesn't mean that Daggerheart druids are the <em>only</em> 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.</p><p></p><p>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.</p><p></p><p>So ... an outlier. A village alchemist and not like the others. And a Daggerheart witch.</p><p></p><p>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.</p><p></p><p>So ... Daggerheart witches in other words. I can live with that.</p><p></p><p>Who among other things could change his size and shape, turning into a giant. A magical shapeshifting druid.</p><p></p><p>And Daggerheart didn't want to be boring and make the druid <em>just</em> a nature based caster with natural spells.</p><p></p><p>So 13th Age druids <em>can</em> 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 <em>Ranger</em> leaning into the Sage domain. So... your problem is that the archetypes got shuffled slightly.</p><p></p><p>You mean the first one could - and the others were more obscure. The second is at the Magical/Sage end of Ranger.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9895271, member: 87792"] In Daggerheart that is the feature [I]that differentiates them from other classes[/I]. 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 [I]thing[/I] across a whole lot of mythologies. The logic is very simple: [LIST=1] [*]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 [/LIST] 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 [I]only[/I] 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. 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. So ... Daggerheart witches in other words. I can live with that. Who among other things could change his size and shape, turning into a giant. A magical shapeshifting druid. And Daggerheart didn't want to be boring and make the druid [I]just[/I] a nature based caster with natural spells. So 13th Age druids [I]can[/I] 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 [I]Ranger[/I] leaning into the Sage domain. So... your problem is that the archetypes got shuffled slightly. You mean the first one could - and the others were more obscure. The second is at the Magical/Sage end of Ranger. [/QUOTE]
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