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<blockquote data-quote="Lord Pendragon" data-source="post: 1835075" data-attributes="member: 707"><p>I could come up with a million things any class <em>can't</em> do. It's all about what a druid <em>can</em> do.</p><p></p><p>He has full spell progression, and arguably the most effective spell list in the game.</p><p></p><p>He has medium-BAB, but the ability to wildshape into creatures with outrageous physical stats to compensate. And still cast spells at the same time, thanks to Natural Spell.</p><p></p><p>At 5th-level, he can overcome nearly any environmental hazzard using wildshape. He can Fly, Swim, or Crawl his way to advantage in any environment at all. And retain full spellcasting while doing it.</p><p></p><p>He can cast in armor.</p><p></p><p>He gets a familiar, only his familiar can tear the enemy to shreds and be <em>Animal Growth'd</em>. And if it dies, it can be replaced the <em>next day.</em></p><p></p><p>4+int skill points.</p><p></p><p>And this is just the core druid. Add in splatbooks and things like <em>Nature's Favor</em>, Wilding Clasps, <em>Miasma</em>, etc. etc. and it gets even worse. It's like the entire D&D design pool has been brainwashed into thinking the druid's underpowered, so it's okay to give them more and more blatantly broken spells and abilities.</p><p></p><p>The problem is, I'm not quite sure what to do with the druid. He is, IMO, definitely stronger than any other class. My gut tells me that he should be limited to only 6 levels of spells, like the bard. But I haven't playtested such a solution, and I doubt, if I Houseruled it that way, many players would be willing to test it out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1835075, member: 707"] I could come up with a million things any class [i]can't[/i] do. It's all about what a druid [i]can[/i] do. He has full spell progression, and arguably the most effective spell list in the game. He has medium-BAB, but the ability to wildshape into creatures with outrageous physical stats to compensate. And still cast spells at the same time, thanks to Natural Spell. At 5th-level, he can overcome nearly any environmental hazzard using wildshape. He can Fly, Swim, or Crawl his way to advantage in any environment at all. And retain full spellcasting while doing it. He can cast in armor. He gets a familiar, only his familiar can tear the enemy to shreds and be [i]Animal Growth'd[/i]. And if it dies, it can be replaced the [i]next day.[/i] 4+int skill points. And this is just the core druid. Add in splatbooks and things like [i]Nature's Favor[/i], Wilding Clasps, [i]Miasma[/i], etc. etc. and it gets even worse. It's like the entire D&D design pool has been brainwashed into thinking the druid's underpowered, so it's okay to give them more and more blatantly broken spells and abilities. The problem is, I'm not quite sure what to do with the druid. He is, IMO, definitely stronger than any other class. My gut tells me that he should be limited to only 6 levels of spells, like the bard. But I haven't playtested such a solution, and I doubt, if I Houseruled it that way, many players would be willing to test it out. ;) [/QUOTE]
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