Steely_Dan
First Post
Actually combat is not at all inherent to druids. The only problem is that combat is pretty much mandatory in D&D so that non combat classes have no place in it.
Ludicrous.
Actually combat is not at all inherent to druids. The only problem is that combat is pretty much mandatory in D&D so that non combat classes have no place in it.
If they used this approach, I wouldn't have animal affinity be the first level benefit. That makes more sense for a beast master specialty, and doesn't lead obviously on to the ability to shapechange.
I'd give them some "drift" representing their ability to channel animal spirits into themselves. Not quite shapechanging yet, but something more than human nonetheless. Things like scent, night vision, or the ability to hold your breath for fifteen minutes at a time are along the lines of what I'm thinking of.
Ludicrous.
Personally, I favour the idea of making Wildshape a series of spells. But it occurs to me that there is another approach, if you really think that wildshape and animal companions and animal summoning are central to the Druid concept.
Drop spellcasting.
Nope, I do not.Do you want all clerics to be heavily armored undead hunters? All rogues to be stealthy backstabbers? All rangers to use archery or TWF?
But they sort of are, though. I am excited to see the Cleric's turn undead ability as a spell, since we have been houseruling it as a spell for years. And who knows? Maybe they will make those clumsy Bardic Music abilities into spells as well. Fingers crossed, anyway.I don't think it makes any sense to disconnect the druid from wild shape unless you similarly break down all the classes, which I agree sounds good, but which they don't seem to be doing.
One thing I don't want - for all wildshaping to be combat focused. I want non-combat applications including things like better aquatic movement, flight, and spying as innocuous small critters.