D&D 5E Druids and metal armor


Assuming followers of D&D religions are still the same fallible creatures that populate our world, where people violate their religious beliefs for a variety of reasons, then yeah, I'd assume other clergy and lay followers don't obey all the rules of their faith all the time (or at least have free will to choose not to). Easy example, what percent of followers of Judaism keep kosher or don't drive on Saturday?
 

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The game tells you how you must roleplay this one aspect of your character, simple and straightforward.

But doesn't this sound out of place, when it's practically the only instance of such roleplay restriction in the game?

It is at the same time minor from the roleplay point of view, and annoying in some circumstances. It's minor because it doesn't represent a strong ethos like "you must not ally with evil people" (Paladin), not wearing wooden armor sounds more like a petty restriction like don't eat this, don't drink that. It's annoying because it does have in-game consequences such being unable to use some common or magic items. And yet on the long term, it's easy to trick yourself out of the annoyance, by figuring out some alternative materials as you suggest... so then it's pointless. I don't want a trick out of a bad rule, I want a good rule in the first place.

I'm not going to rehash the debate from the WotC forums that happened on this a while ago, but I will bring up some points.

1) I think it was a mistake for this to be in the book. It's the kind of goof that the designers would likely have done differently had that thought about it.
2) It is a mistake because it singles out druids as the only class where players do not have the option to play against type and suffer the consequences.
3) Rather than listing consequences, it eliminates player choice by dictating that you may not choose to do something if you take this class. This is the sole place in the entire ruleset that does this. Paladins can break their oaths and may or may not suffer consequences at the DMs discretion. But it doesn't say "a paladin won't break their oath."
4) This is in direct violation of the meta-rules of the game which state: "1. The DM describes the environment...2. The players describe what they want to do...3. The DM narrates the results of the adventurers' actions..."

Anything would be better than this. Even if it were, "A druid who attempts to don metal armor must make a Wisdom check or suffer intense apprehension causing them to take disadvantage to all attacks, checks, and saves for as long as they consider the action. If they do don metal armor, in addition to the former penalty, they take 1d6 psychic damage per day."

My dwarf wizard can choose to be an elf-loving hippy vegetarian. A paladin can choose to abandon his oath.

I can't, however, be a druid who abandons his oath. Druids lack free will. Choosing to be a druid means you lose the capacity to choose to wear metal armor.

Some people have a problem with that.

You summarized it 1000 times better than I could, thank you! I do believe it was just a goof, after 2 years of asking playtesters if they liked various characters restrictions or not, and never ever having this one show up in the playtest, some lousy editor just suddenly remembered there was something like this before and slipped it into the final book. But now if you ask WotC designers they will back it up as it was intended, just because it's much easier than admitting it was a mistake.

I don't get why you would say that. All druids should have the same restrictions. All druids belong to the same ethical group, follows the same tenets, etc. It's not like the difference between War clerics and Life clerics and Death clerics.

And that's another reason why it sucks!

We have many Circles of the Land, and a Circle of the Moon, but they are all equal from the roleplay/ethical/flavor point of view? Why does the Druid need to be such a homogeneous class, while the Paladins have multiple (very different!) versions of their ethos (and this is independent from their choice of Deity)?

Legacy is a feeble explanation, when similar legacies were dropped from all other classes. The Warlock might have been originally just a Witch, but it's quickly growing into an archetype with plenty of room for variants, why should the Druid remain a narrow concept? Why can't there be many druidic religions or ethos or at least variants? There are already different possible existing focuses or themes: any specific land you can think about, wildshape, beastmasters, plants & vegetation, weather, the elements, cycle of life... There's plenty of room here for each one to have its own different ethical restrictions other than "just don't use metal armor and you're fine".

Not to pimp our own homebrew, but in the course of our 3e years we had a few different Druids PCs, one player wanted a stereotypical treehugger, another was primarily intrigued by the idea of a religion that predated all others, and the third had an evil Druid but just couldn't stand the idea of "Anti-Druid" (he wanted a Druid that hated civilization, not nature!). So we made up the Druids of the Moss ("want to get one with nature"), the Druids of the Standing Stones ("scholars and preserver of ancient knowledge") and the Druids of the Crescent ("kidnaps and sacrifices to please the wild forces of nature"). Each got their own do's and don'ts, but IIRC no armor restrictions made any sense to any of them.
 

However all druids respect and revere nature and its natural powers. Metal is not natural, or at least Iron is not natural…

Or perhaps consider introducing the use of bronze, or other metals that could be considered natural? Perhaps with slight less AC than their Iron counter parts. I think the word Metal is misleading, i prefer to replace it with non natural materials, and I personally do apply it as far as larger metal weapons and other things beyond armour.

Iron is the most abundant element on earth. It's one of the most common elements in the crust of our planet. Beyond iron, the vast majority of elements on the periodic table are metals.

Bronze, on the other hand, is a man-made alloy and doesn't occur in nature and is fashioned from copper and tin. Of course, leather doesn't occur in nature either, but is fashioned from animal hides (which I'm sure all the animals just willingly donate to their local druid).

I personally find the idea of a Druid desiring to wear heavy clanking armour at odds with the central concept of the class who live in the wilds and are at one with nature, and have always kind of viewed Druids as a subset of Clerics - a very specific, specialised subset. Limitations on getting good AC seem overly meta, min-max in nature as opposed to character-led.

Game mechanics aside, saying a druid loves nature and yet somehow dislikes metal seems overly limiting (from a character concept / role playing perspective). Biological organisms aren't the only aspect of nature available for the druid's consideration. It sounds a bit like saying the central concept of the cleric is to worship the sun god (definitely not other gods in the pantheon).

I don't really have a problem with the rule itself (no metal armor for druids) as much as I struggle to understand how one could *justify* the rule by arguing that metal isn't part of nature.
 

A few things:
1. I actually find that, paradoxically, "limitations" enhance role-playing and character concept rather than limit them. A wrinkle on your loved one's face is a million times more interesting than an unblemished face. How did it get there? A smile wrinkle? A frown wrinkle? No matter: whether a sminkle or a frinkle, each tells a tale. Same ball, different game, but you get the idea.
2. Are you aware of the monstrous effort and amount of natural resources required to create usable, weaponisable (if that is a word) metal from iron ore? By which we mean steel: See here for some idea: http://www.barbariankeep.com/steel.html - it is not a natural process! To say otherwise is ludicrous. Watch Gold Rush some day, see how much effort (and environmental damage) goes into finding raw materials even with modern equipment, much less refining them. I imagine a Druid would look at a slag heap and weep. Metal - all metal that is usable as arms and armour, but particularly steel - is made from that which exists IN nature but it isn't itself as a finished product a part OF nature. You don't find steel in a gold pan, or on a bush, or as a layer in a rocky mesa. You have to force it into being. Pretty much the definition of being "not part of nature".
3. Now, taken to the nth degree, there is an argument that they couldn't use any coins, gold, or metal gear of any sort BUT that would make them completely unplayable. So, y'know, see that Druid over there? The hairy guy, crying in a tree? Throw him a frickin' Scimitar, man. Give him a break. Make up a justification. I assume you are a DM and presumably therefore a person of intellect and imagination, a renegade who obeys the rules only when they suit his maverick style. So, make something up. "The Horny Thorny Men will suffer the making of steel for weapons in the fight to protect the balance of the world, to help defeat our enemies in battle, and protect both man and the land. Just don't flaunt your quarry at us. Yes, I'm looking at you, Dwarf Boy". Tongue in cheek, but heart on sleeve, it's a usable concept. That said, I agree that "The Horny Thorny Men also decree that we will only use scimitars (for they are curvy and look cool)" does take some thought. I checked my 1st ed AD&D PHB and sickles weren't listed so I guess the scimitar was a halfway house that stuck.
4. Ultimately... Meh. I think I have a number of sensible justifications for saying metal isn't a part of nature. You disagree. You think one thing, I think another. Let's shake hands (take that metal gauntlet off first...take it off, I say...), and move on. Otherwise we'll just go round and round in (druidic) circles forever.
 

I actually think it would be better to play the guy who can't use metal weapons, buckles, wheelbarrows, cannons, robots and coins rather than the dude who is OK w using that, as well as metal chains, but freaks out when you use chains as armor (yeah yeah, technically not the same thing, but the point stands). The former is an idealogue, the latter just feels more inconsistent, arbitrary and silly.

Though to your first point, I guess it wouldn't be D&D without some bizarre rule that makes you go "BWAH?!" lol."A wrinkle on your loved one's face is a million times more interesting than an unblemished face." Quirks are D&D to me.
 

... some lousy editor just suddenly remembered there was something like this before and slipped it into the final book. But now if you ask WotC designers they will back it up as it was intended, just because it's much easier than admitting it was a mistake.
First, editors do not just "slip things into" books. Not if they want to keep their jobs. Every significant change must be reviewed by the writer/designer they are working with. (And yes, this would count as a very significant change!) In fact, I would expect an editor to question this particular line, as it goes so harshly against the grain in terms of style and content as compared with other classes.

Also, to be fair, the designers have admitted to several similar mistakes that were left in the Player's Handbook from previous drafts, such as the third bullet point in the Grappler feat.
 

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