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*Dungeons & Dragons
Fix for the Druid's Wildshape: A limited number of beasts
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<blockquote data-quote="MostlyHarmless42" data-source="post: 9024845" data-attributes="member: 6845520"><p>Personally I think it would be simpler to just make a template with more options to pick from from monstrous abilities. I mean if you throw in enough options that you can basically build any typical sort of animal, why do you <em>need</em> it to be monster statblock? </p><p></p><p>Off hand I'd say easy examples are:</p><ul> <li data-xf-list-type="ul">A web attack</li> <li data-xf-list-type="ul">Some sort of poison/venom ability</li> <li data-xf-list-type="ul">A grapple/prone ability</li> <li data-xf-list-type="ul">A charge/pounce option</li> <li data-xf-list-type="ul">Pack tactics</li> <li data-xf-list-type="ul">A ranged option like rocks/acid spit</li> <li data-xf-list-type="ul">A swallow/constrict ability</li> <li data-xf-list-type="ul">A flyby/dodging trait that prevents OOAs.</li> </ul><p></p><p>The only stuff you'd be missing then is passive stuff like</p><ul> <li data-xf-list-type="ul">Climb/swim/burrow speeds</li> <li data-xf-list-type="ul">Faster land speeds</li> <li data-xf-list-type="ul">dark vision</li> <li data-xf-list-type="ul">keen senses</li> <li data-xf-list-type="ul">camouflage (stealth bonuses)</li> <li data-xf-list-type="ul">amphibious/hold breath/water breathing</li> </ul><p></p><p>Personally the other reason I'd prefer this route is because it would be easy for Circle of the moon druids could to be granted stronger abilities like fire breath, teleport, amorphous shapes (the squeezing thing oozes do), stone gazes, etc. The type of stuff monstrosities tend to get.</p><p></p><p>The main issue I take with a non-template approach though is if they don't it basically kills thematic druids. Like currently if I want to play a "cat" or "wolf" druid after level 6 or so I basically and deliberately choosing to be suboptimal just because I like the theme, where as a template would allow otherwise. It would also open up the options to play stuff like elephant druids at lower levels.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 9024845, member: 6845520"] Personally I think it would be simpler to just make a template with more options to pick from from monstrous abilities. I mean if you throw in enough options that you can basically build any typical sort of animal, why do you [I]need[/I] it to be monster statblock? Off hand I'd say easy examples are: [LIST] [*]A web attack [*]Some sort of poison/venom ability [*]A grapple/prone ability [*]A charge/pounce option [*]Pack tactics [*]A ranged option like rocks/acid spit [*]A swallow/constrict ability [*]A flyby/dodging trait that prevents OOAs. [/LIST] The only stuff you'd be missing then is passive stuff like [LIST] [*]Climb/swim/burrow speeds [*]Faster land speeds [*]dark vision [*]keen senses [*]camouflage (stealth bonuses) [*]amphibious/hold breath/water breathing [/LIST] Personally the other reason I'd prefer this route is because it would be easy for Circle of the moon druids could to be granted stronger abilities like fire breath, teleport, amorphous shapes (the squeezing thing oozes do), stone gazes, etc. The type of stuff monstrosities tend to get. The main issue I take with a non-template approach though is if they don't it basically kills thematic druids. Like currently if I want to play a "cat" or "wolf" druid after level 6 or so I basically and deliberately choosing to be suboptimal just because I like the theme, where as a template would allow otherwise. It would also open up the options to play stuff like elephant druids at lower levels. [/QUOTE]
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Fix for the Druid's Wildshape: A limited number of beasts
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