How will you handle this?

I did get a somewhat druidy vibe from some of the fey warlock powers. For the time being some form of multiclassing between that and cleric is probably your best bet, depending if the prefered emphasis is on healing or the nastier druid spells. Cleric/wizard could possibly work too if the player was flamestrike/wall of thorns/arc of lightning happy. You'd just have to reflavor some of the wizard spells, which should be easy enough.

It's funny because although the druid was in every edition, 3rd edition is the only edition that it was actually a viable class. Nobody ever really played them in 1e and 2e because they were just bad clerics who had to kill their boss to level up. But 3e actually made druids fun and powerful. I just wish they had done as good of a job with bards.
 

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I've always wanted to play a mecha pilot. I only have fun when I'm playing a mecha pilot. How dare the class not appear in the PHB?

Sorry, that's kind-of the vibe I get when you described the player in question. Of course not all options are going to be available right out of the gate. It's an unfortunate fact of life. In time, options will open up, more choices will present themselves and maybe some enterprising souls will hammer together a homebrew version of the class.

In the meantime, your gnome druid (and my rakshasa mech jockey) will have to wait. :(
 

sjmiller said:
Tell her she has to wait to play what she likes? Tell her to play something else until she can play what she likes?

The thing to do here is to identify why she likes druids, then model that as best you can. If she likes to be a healer, a cleric or a warlord can model that nicely. You may need to replace one of their traditional class skills with the Nature skill, and you will want to reflavor the fluff, but that can be done with a little work.
If she enjoys the druid's nature based attack spells, a fey pact warlock can be a solid druid, again with some reflavor. Alternately, the cleric has a few more attack spells than its third edition counterpart, and the damage types on those can be changed from radiant to fire or electricity as appropriate for the equivalent druid spell.
If it's the shapeshifting that she likes, we are presented with some more difficulties. However, I notice that 3.5 druids do not aquire wild shape until level five. If you start your new campaign at level 1, you do have some time before shapeshifting would be expected, and can hope for the relevant materials to be released in time. If you are starting at a level where shapeshifting is expected, my thought is to have her create two(or more) characters, each of which represents a different form, and replace one encounter power for each character with a shapeshift power that permits form transformation. Perhaps a cleric for the gnome form, a two-weapon fighting ranger for the badger form(two claws instead of two swords), a two-handed weapon fighter for the wolf form(big, tough, painful bite), rogue for the snake form(with sneak attack damage being flavored into the poisonous bite), and so on.
If she likes druids because of the animal companion, things get really tricky. The difficulty with animal companions is that they essentially provide the player with a second round worth of activity each round of combat. You could go the non-combat companion route, in which the animal companion is present but not a force on the battlefield. A tiny viper, a mouse, or a hawk could be along and not be expected to fight. Alternately, you could find a helpful second party member who has a class but no race picked out and do an animal character as with a shapeshifted form. This would require some good teamwork from the two of them, but could make for memorable play.

sjmiller said:
I forget, are sorcerers still an option? I have two players who love those, and would be disappointed if they can't play one.

Sorcerers are not in the first Player's Handbook for fourth edition. However, the primary mechanical differences between the sorcerer and wizard in third edition were the attribute on which spellcasting was based and the sorcerer's ability to cast spells spontaneously. With the nature of powers in fourth edition, wizards now cast more or less spontaneously. So if you were to take a wizard and swap Int and Cha every time they appear, you'd have a pretty solid sorcerer. (We don't know if the wizard has any powers controlled by Cha, but if he does, those should be turned to Int for the sorcerer, so the sorcerer has the same selection of powers based on the primary attribute.)
Wizards in fourth edition have shown some tendency to prepare spells; the sample wizards we've seen have known two daily spells, and must select one of them for the day at the end of an extended rest(sleeping overnight). For the sorcerers, you could say they only know one daily spell, but may cast it twice a day, not more than once per encounter. Gives a bit of the fewer spells known/more spells per day feel.
 

Why would you ask this? Have you ever played through a new edition before or was 3e your first foray into D&D? You could blame 4e for not having the same wealth of options at launch that 3e has after 8 years, but that would be a bit unfair, don'tcha think?

Each edition has rolled out with a small subset of the eventual number of classes and subclasses that that edition would later have. What would any group do in those cases? Make do. Stretch. Adapt.

And, like others have said, a player who will only play one type of character with no exceptions needs to stretch that creative muscle a bit. Eight classes, with at least two paths per choice, branching out into a myriad of paragon paths, should be enough to find something to play.
 

Well, my first answer is that if you're not going to be switching, why worry about it?

My second answer is that since the game isn't out yet, we really have no *complete* idea of what options will be in the PHB, just what's been previewed to go on.

The question isn't fair at the moment until people have had the chance to 1) read the books and have a better idea of what options to give (instead of just conjecture), and 2) moot until your group decides to switch over (which won't be until the books are out anyway).

And, hopefully you'll be able to find work soon! Unemployment sucks. :(
 

As far as I know there is a write up in the MM for a gnome and Necromancer games will have an Advanced Players handbook out in Oct that will have a Druid class.

Until then maybe a gnome cleric (nature) with a feat for an animal companion. Then regig the character in Oct.
 

sjmiller said:
While we're there, what do you tell other players who really want to play things that are no longer available, especially stuff that has been in the Player's Handbook since the early days?

I tell them the fighting man, cleric, magic-user, thief, elf, dwarf, and halfling are all still in there.
 

Tell her to suck it up or go elsewhere.

I'm so sick of players trying to circumvent the rules. I used to go out of my way to accommodate players and all it ever got me was headaches and people trying to take mile when I gave them an inch.

If it ain't in the book, it ain't in the game AFAIC.
 

I don't think you can build anything like the druid with phb1 and i think the OP knows that very well.

To all those who suggested fey pacts or nature priests, none of the powers previewed so far sound very druidic.
The cleric still looks like the holy warrior type to me. There may or may not be other options.
And I don't find "fey pact" powers like "i teleport around everytime i do someone in" very druidish either, or even feyish, or logical for that matter. The warlock's eldritch blast doesn't fit the old druid concept either.

The thing is, even if there are some druidly powers or spells divided up among classes, the new multiclass restrictions are such that it will be very difficult to get them all.
At first sight, the cherry-picking approach seemed to favor custom characters but things like mc into only one class or having to give up many feats (which means having so many feats in the first place) make it suboptimal or impossible.
 

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