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Increase a Druid's AC (one player campaign)
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<blockquote data-quote="schnee" data-source="post: 7188088" data-attributes="member: 16728"><p>It kind of sucks, but yeah, a Land Druid is squishy. They're a little less squishy than a Wizard, but not much.</p><p></p><p>IMO, if this is a solo game, I think you should be open to just tweaking the game a bit more. It's a team game by design, and there's a definite rock/paper/scissors balance inside one party. Monsters are created knowing there will either be several characters, or at least one person with a much higher AC than the Druid. There's nothing wrong with house-ruling a bit to make a solo game work better.</p><p></p><p>--</p><p></p><p>OK, that was the TL;DR. Here's the wall of text. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>If you want to buff the character, here are a few more things to consider:</p><p>- Make Barkskin and Stoneskin non-concentration. Just give it a duration.</p><p>- All Wild Shape forms are full HP and get the player's Constitution HP bonuses.</p><p>- Give the player 'War Caster' or 'Resilient Constitution' for free. </p><p>- Give the Druid more Wild Shapes per rest. That would make infiltration, subterfuge, scouting, etc. less of a limited resource, and the Druid could have much more intel for each fight.</p><p></p><p>If you don't want to do that, then there's always tweaking the challenges to better fit the character. D&D is flexible enough to have anything from war to royal intrigue to Ocean's 11 heists. Why not make the challenges solvable - or have conditions that can be tipped in favor of the player - by infiltration by stealthy wild shapes? Use fewer combat monsters, and more natural hazards? Or do things like 'build the dungeon with all sorts of traps that are meant for defense, but can be turned agains the denizens by a clever infiltrator that's small enough to fit under the poorly-made doors'? Whether this is fun or not depends on the player, of course.</p><p></p><p>Also, there's nothing that says you have to use the creatures in the Monster Manual as written. I DM'd a group that rolled INCREDIBLE attributes in a 3.5 game, and they performed 2-3 levels above their CR because of that. I had to substantially change encounters in the official modules to present any challenge at all. Why not go the other way, and make the bigger monsters slower and more clumsy this campaign? </p><p></p><p>HTH...</p></blockquote><p></p>
[QUOTE="schnee, post: 7188088, member: 16728"] It kind of sucks, but yeah, a Land Druid is squishy. They're a little less squishy than a Wizard, but not much. IMO, if this is a solo game, I think you should be open to just tweaking the game a bit more. It's a team game by design, and there's a definite rock/paper/scissors balance inside one party. Monsters are created knowing there will either be several characters, or at least one person with a much higher AC than the Druid. There's nothing wrong with house-ruling a bit to make a solo game work better. -- OK, that was the TL;DR. Here's the wall of text. :D If you want to buff the character, here are a few more things to consider: - Make Barkskin and Stoneskin non-concentration. Just give it a duration. - All Wild Shape forms are full HP and get the player's Constitution HP bonuses. - Give the player 'War Caster' or 'Resilient Constitution' for free. - Give the Druid more Wild Shapes per rest. That would make infiltration, subterfuge, scouting, etc. less of a limited resource, and the Druid could have much more intel for each fight. If you don't want to do that, then there's always tweaking the challenges to better fit the character. D&D is flexible enough to have anything from war to royal intrigue to Ocean's 11 heists. Why not make the challenges solvable - or have conditions that can be tipped in favor of the player - by infiltration by stealthy wild shapes? Use fewer combat monsters, and more natural hazards? Or do things like 'build the dungeon with all sorts of traps that are meant for defense, but can be turned agains the denizens by a clever infiltrator that's small enough to fit under the poorly-made doors'? Whether this is fun or not depends on the player, of course. Also, there's nothing that says you have to use the creatures in the Monster Manual as written. I DM'd a group that rolled INCREDIBLE attributes in a 3.5 game, and they performed 2-3 levels above their CR because of that. I had to substantially change encounters in the official modules to present any challenge at all. Why not go the other way, and make the bigger monsters slower and more clumsy this campaign? HTH... [/QUOTE]
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