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Gimme some cool druid tactics!
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<blockquote data-quote="Kalendraf" data-source="post: 1529035" data-attributes="member: 3433"><p>Considering that the druid in my campaign spends 99% of every session in wildshape form this would have virtually no impact on his casting.</p><p></p><p>Personally, I don't really see a problem with letting druids cast in wild shape. They are burning an entire feat to do this, and they don't get many feats at all, especially if they are non-human.</p><p></p><p>Where I think the problem really lies is in the spell selection and power that druids get. Some examples include:</p><p></p><p>Entangle - Too good as a 1st level spell. Leads to stupidly easy kills from range of numerous foes. Often superior to a number of other higher level spells like Web, Hold Person, Hypnotic Pattern and so forth. Personally, I think this should be moved to 2nd level and/or have the chances to escape or break free greatly reduced.</p><p></p><p>Call Lightning - I don't mind the change to allow it functioning underground, etc, but it's just a little too powerful when you consider how much damage it can dishout over time. Even a 5th level druid can call down 5 bolts which is 15d6 (15d10 outdoors) worth of damage from a single spell. Granted it comes over multiple rounds, but in some fights that can be more useful than a single 1-shot spell. I personally think the damage should be reduced (maybe 2d6 indoors, 2d10 outdoors) or the number of bolts reduced (1 per 2 caster levels, 5 max) or both.</p><p></p><p>Flamestrike - The problem is not with the spell, but with the level that druids get it at. It's normally a 5th level spell for clerics, but druids manage to get this at 4th level. That turns out to be a huge difference.</p><p></p><p>Looking ahead, when the druid hits 9th (which he actually just did), Call Lightning Storm (5th level spell) is likely going to cause even more similar problems.</p><p></p><p>The power level issue with these spells has nothing to do with wild shape or the ability to cast in wildshape.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1529035, member: 3433"] Considering that the druid in my campaign spends 99% of every session in wildshape form this would have virtually no impact on his casting. Personally, I don't really see a problem with letting druids cast in wild shape. They are burning an entire feat to do this, and they don't get many feats at all, especially if they are non-human. Where I think the problem really lies is in the spell selection and power that druids get. Some examples include: Entangle - Too good as a 1st level spell. Leads to stupidly easy kills from range of numerous foes. Often superior to a number of other higher level spells like Web, Hold Person, Hypnotic Pattern and so forth. Personally, I think this should be moved to 2nd level and/or have the chances to escape or break free greatly reduced. Call Lightning - I don't mind the change to allow it functioning underground, etc, but it's just a little too powerful when you consider how much damage it can dishout over time. Even a 5th level druid can call down 5 bolts which is 15d6 (15d10 outdoors) worth of damage from a single spell. Granted it comes over multiple rounds, but in some fights that can be more useful than a single 1-shot spell. I personally think the damage should be reduced (maybe 2d6 indoors, 2d10 outdoors) or the number of bolts reduced (1 per 2 caster levels, 5 max) or both. Flamestrike - The problem is not with the spell, but with the level that druids get it at. It's normally a 5th level spell for clerics, but druids manage to get this at 4th level. That turns out to be a huge difference. Looking ahead, when the druid hits 9th (which he actually just did), Call Lightning Storm (5th level spell) is likely going to cause even more similar problems. The power level issue with these spells has nothing to do with wild shape or the ability to cast in wildshape. [/QUOTE]
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