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<blockquote data-quote="Testament" data-source="post: 2045867" data-attributes="member: 21833"><p>Sorry, Druids were hella weak in 3.0. Their spell list was so back loaded that surviving to a decent level was a challenge and a half.</p><p></p><p>1. How are they relaxed?</p><p></p><p>2. An augment summoning feat that anyone can take, and requires a burned feat in Spell Focus (Conjuration).</p><p></p><p>3. Added in "Masters of The Wild", a 3.0 book</p><p></p><p>4. Yeah, since someone who lives out in the wild shouldn't have them, nooo!</p><p></p><p>5. It was silly as a skill, shouldn't it be an inherent ability to a Druid? And it's been weakened as a result of being linked to class level, since you start with 1+CHA, rather than 4+CHA. And no more skill focusing.</p><p></p><p>6. Added in "MOTW", and is an invaluable addition. Otherwise you're a low-AC disaster waiting to happen. And at 15,000 GP, it ain't cheap either!</p><p></p><p>7. And no-one else can benefit from Monk's Belts, can they?</p><p></p><p>8. So? Aren't Dire Animals animals too?</p><p></p><p>9 & 10. Multiple magical size changes don't stack. See the Errata. In many ways, Polymorph got weaker, as you no longer gain any inherent physical special abilities OTHER than movement, attack and Type. So no Blindsense from Bat form, not even low-light vision. I'd rather have them. And what is thematically wrong with being able to change into a plant. Also, many of the dire forms are hideously weak compared to other forms, until you get to the HD point where you got dire form ANYWAY! Oh, and an attached Dire Weasel is one heck of a low AC disaster.</p><p></p><p>11. Yeah, since a master of the natural world, and thus, by extension, WEATHER shouldn't be able to cast things like Wind Wall (struck me as silly as soon as I cracked open my 3.0 PHB back in 2000) or Move Earth! And things like Jump or Spider Climb enable them to emulate their charge's ablities, or lend those powers to their allies. Good thematic fit IMHO</p><p></p><p>12. Many of the spells that changed levels did so since they were USELESS at the level you got them. Produce Flame and Quench are good examples of that.</p><p></p><p>You really have an axe to grind against Andy. Did he steal your Ice Cream when you were a kid or something? <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="Testament, post: 2045867, member: 21833"] Sorry, Druids were hella weak in 3.0. Their spell list was so back loaded that surviving to a decent level was a challenge and a half. 1. How are they relaxed? 2. An augment summoning feat that anyone can take, and requires a burned feat in Spell Focus (Conjuration). 3. Added in "Masters of The Wild", a 3.0 book 4. Yeah, since someone who lives out in the wild shouldn't have them, nooo! 5. It was silly as a skill, shouldn't it be an inherent ability to a Druid? And it's been weakened as a result of being linked to class level, since you start with 1+CHA, rather than 4+CHA. And no more skill focusing. 6. Added in "MOTW", and is an invaluable addition. Otherwise you're a low-AC disaster waiting to happen. And at 15,000 GP, it ain't cheap either! 7. And no-one else can benefit from Monk's Belts, can they? 8. So? Aren't Dire Animals animals too? 9 & 10. Multiple magical size changes don't stack. See the Errata. In many ways, Polymorph got weaker, as you no longer gain any inherent physical special abilities OTHER than movement, attack and Type. So no Blindsense from Bat form, not even low-light vision. I'd rather have them. And what is thematically wrong with being able to change into a plant. Also, many of the dire forms are hideously weak compared to other forms, until you get to the HD point where you got dire form ANYWAY! Oh, and an attached Dire Weasel is one heck of a low AC disaster. 11. Yeah, since a master of the natural world, and thus, by extension, WEATHER shouldn't be able to cast things like Wind Wall (struck me as silly as soon as I cracked open my 3.0 PHB back in 2000) or Move Earth! And things like Jump or Spider Climb enable them to emulate their charge's ablities, or lend those powers to their allies. Good thematic fit IMHO 12. Many of the spells that changed levels did so since they were USELESS at the level you got them. Produce Flame and Quench are good examples of that. You really have an axe to grind against Andy. Did he steal your Ice Cream when you were a kid or something? ;) [/QUOTE]
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