Druids, 'Keepin it Real'

...and druids do *not* need more healing. As far as magic goes, their clerics with firepower, too.

Please don't state such opinionated offerings as fact - your "facts" are *wide* open to argument.

If you're talking balance, it looks to me like clerics have plenty of firepower spell-wise, better weapons and armour to compensate for where druids have the edge on the offensive due to shapechanging or nifty spells, and fulfil an important niche in the party.

I think that druids would definitely see more play if they fulfilled such a niche, and there's plenty of space in the healing niche to share. The design team seemed to pump up the cleric because the healing expectation is such a spell-wasting burden in most parties. Arguably they already fulfil a niche of their own - the druidic niche - but it is a dispensable one in most parties. Healing (in some form) usually isn't.

There is no reason I can see why druids shouldn't have just as much healing potential as clerics - their weapon restrictions have been admitted by the designers as arbitrary (they're there for flavour) and many of their abilities are terrain specific. Even if this unbalances them, it can be compensated for by toning them down elsewhere.

They're not as concerned with helping those who cannot naturally overcome their injuries, though they will provide a bit of aid. They may refuse to heal someone who is only a bit injured. The druids know how to manipulate the forces of nature, and that often means destruction of those foolish enough to violate it.

I think you're confusing the druid's goals with the methods they use to pursue it. I suggest reading the Moonshae trilogies and the 2nd ed Druid's Handbook for examples of a diversity of both motivations and techniques for pursuing aims that differ from druid to druid. One druid might deal with the same problem by negotiation, another by using offensive spells to kill farmers, and a third by using damage control spells to regrow trees and bring back animals.

I gather from sources such as these that D&D druids don't just sit back and take it when an ecosystem is at stake; they intervene. That's what their powers are for, IMO. Your passive-aggressive example of "let them overcome their own wounds" is impractical when druids are forced into action and need to aid their allies - which is quite often considering the forces arrayed against their aims and charges.

Any good druid knows that when push comes to shove, healing, growth and nurturing are as important and potent a force as savagery and destruction. To take this out of their toolkit denies them utility that is very much inside their sphere of influence, as far as I can see. Consider a druid healing elven allies in defense of a natural cause, or healing animals after a natural disaster such as a bushfire. In the bushfire example, one druid might let nature take it's course and let the animals die. Another might recognise that such inaction represents the end of the forest and take action.

No, I don't think that this is a change that will ruin the flavour of druids, such as adding metal armour might.

Even a cursory examination of druids shows that they are just as much about creation as destruction - not "mostly destruction, a bit of creation and nurturing on the side". As I've stated before, there are no reasons I can see that a cleric of a god of money should be a better healer than a druid.

It seems that druids can invoke the powers of nature on their allies and speed up their recovery to an extent, but not well enough at the moment to truly support a party in the same way as a cleric can. There are compelling playability reasons why I feel that this aspect of the class should have been emphasised more than it was.

Your example carries no more water than mine, and mine has a lot of playability merit, IMO - and no, druids won't steal cleric's thunder by doing this; they'd simply provide a flavourful alternative to forcing clerics into nearly every party out there. And that would enhance the game, I'd think. I hope it will get fixed by 4th ed, if we ever see that edition.
 
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Well I always liked the concept of a Lawful Neutral Druid... after all Nature as a Law and order vs chaos as part of the struggle to protect nature and life.

Druids dont have to stay in forest waiting to do something about the world... my current Druid/Monk is from Calimshan (arab-indian style) and was mainly a Urbanite and then Monsatery bound guy who had to run away and found himself in nature. He worships Silvanus primarily. His Lawful nature predominates of course and he will tend to help out others when he can... his predisposition to use fire based spells is strange of course... :)

Treat Druids as semi-clerics isnt too bad in my opinion... just give your non-neutral part more distinction.
 


Interesting. There seems to be a lot of thought that a druid is sort of a watered down woodsy cleric. I've always thought of them as being more of an 'old school' wizard.

One of the big archtypes for wizards is the cranky old hermit who lives in the woods, or on a mountain, or some other inaccesible place far from civilization.

Look at a druids powers, even a low level druid can curse or poison or disease an enemy. A high level druid in his wrath can be biblical force of nature.

Don't think of druids as priests who like granola. Think of them as wizards who haven't forgotten that more magic flows in blood than in books.

-Andor
 

Andor said:
Interesting. There seems to be a lot of thought that a druid is sort of a watered down woodsy cleric. I've always thought of them as being more of an 'old school' wizard.

One of the big archtypes for wizards is the cranky old hermit who lives in the woods, or on a mountain, or some other inaccesible place far from civilization.

Look at a druids powers, even a low level druid can curse or poison or disease an enemy. A high level druid in his wrath can be biblical force of nature.

Don't think of druids as priests who like granola. Think of them as wizards who haven't forgotten that more magic flows in blood than in books.

-Andor

This is exactly how druids are in my campagin... Although there are a few minor mechanical changes to druids to fit with the magic system of my world, it's essentialy the same spelllist.
 

My first 3rd edition character ended up being a Druid. Basically what I did for the campaign, when the typical rich person giving each person a reward, I asked for books containing information on the forest. We didn't play that campaign very long, though. And I never did get any books.
 


I would also humbly make the suggestion that Druids need not be protrayed as simply wiccan-types or celtic priests.

If you want to drop some really scary druids into your campaign, pattern your druidic sects after the Yuuzhan Vong of the Star Wars New Jedi Order trilogy. YEESH! Now those would make some nasty druids!
 

Dunno...

I think the cannabilistic Mormo worshipping druids of Khet work for me. Heck their leader IS a druidic/ Blood witch (Pr class) Medusa.
 

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