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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Framework for 4e Druid
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<blockquote data-quote="EP" data-source="post: 4313415" data-attributes="member: 41744"><p>The other thing to consider (which is now one of the first things) is the role of the druid. Striker seems a bit easy and suggests that druid strikers would just turn into werebears and kick butt. Controllers would require the druid to have a massive number of offensive spells and that makes them nothing better than a wizard, but assigning them as leaders just makes them clerics (which was a 2E problem for me). That leaves defender, which makes sense because druids have personal powers of shapeshifting and summon creatures.</p><p></p><p>Any animal companions would have a limited, one type of use in the game to maintain the balance. For example, if you turn into a bird, it's to fly and nothing more than that. If you turn into a wolf, it's for a bite attack, and so on. If animal companions were one of the base class abilities, then the powers could be toned down slightly to account for the extra pair of paws, but if it becomes a power to summon an animal companion, then this one use theory will be more likely.</p><p></p><p>And flight could easily be countered with the sustain keyword. You have to concentrate to fly under your own power. Honestly, though, moving through the air is not much different from moving on the ground as far as combat goes. You swoop instead of charge and will likely have only ranged attacks to worry about from ground-based opponents. Otherwise, it's not that big a deal to work out. Odds are that it won't be as categorized as flying in 3E.</p><p></p><p>The trick is to come up with something unique to make the druid shine as a 4E class. Every original class got a nice tweak (except the ranger and the rogue, but the ranger was worked out better and the rogue just always rocked with sneak attack). Polymorphing claws is the first thing that comes to my mind and partial shapechanging powers so that he can hold his own against the wave of nasties charging the dungeon.</p></blockquote><p></p>
[QUOTE="EP, post: 4313415, member: 41744"] The other thing to consider (which is now one of the first things) is the role of the druid. Striker seems a bit easy and suggests that druid strikers would just turn into werebears and kick butt. Controllers would require the druid to have a massive number of offensive spells and that makes them nothing better than a wizard, but assigning them as leaders just makes them clerics (which was a 2E problem for me). That leaves defender, which makes sense because druids have personal powers of shapeshifting and summon creatures. Any animal companions would have a limited, one type of use in the game to maintain the balance. For example, if you turn into a bird, it's to fly and nothing more than that. If you turn into a wolf, it's for a bite attack, and so on. If animal companions were one of the base class abilities, then the powers could be toned down slightly to account for the extra pair of paws, but if it becomes a power to summon an animal companion, then this one use theory will be more likely. And flight could easily be countered with the sustain keyword. You have to concentrate to fly under your own power. Honestly, though, moving through the air is not much different from moving on the ground as far as combat goes. You swoop instead of charge and will likely have only ranged attacks to worry about from ground-based opponents. Otherwise, it's not that big a deal to work out. Odds are that it won't be as categorized as flying in 3E. The trick is to come up with something unique to make the druid shine as a 4E class. Every original class got a nice tweak (except the ranger and the rogue, but the ranger was worked out better and the rogue just always rocked with sneak attack). Polymorphing claws is the first thing that comes to my mind and partial shapechanging powers so that he can hold his own against the wave of nasties charging the dungeon. [/QUOTE]
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