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Nerfs for Natural Spell
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<blockquote data-quote="Zimbel16" data-source="post: 3034473" data-attributes="member: 41600"><p>I'd tend to suggest that it's Wild Shape that's overpowered, and Natural spell just makes it that much better (since at mid-high levels, Druid spellcasting is also overpowered), but given your above assumption:</p><p></p><p>#1 should work reasonably well. Personally, I don't like it as much. I'd sugest reading it for flavor before deciding. I should also note that a Druid designed under the standard rules may be weaker under this varient at all but high levels (since it changes optimal attribute allocation).</p><p></p><p>#2 - the difficulty, as many above have stated, is that you'd need to prepare the spells ahead of time. One way around this would be instead of +1 spell levels, have each spell cast cost an extra spell of one level lower (or higher) (which is consumed to no effect). So casing Cure Moderate Wounds (LV 3) would use up both that spell and a selected 2nd (or higher) level spell.</p><p></p><p>#3) I like this approach, but if you're planning to play up through high levels, you're likely to have better success with limiting it to a straight 3x/day (or some other constant) instead of expending wildshape uses. The reason is that Wildshape uses are rare and valuable at low levels, but they are neither at high levels. If you want them to be able to cast more than 3 times / day, allow the selection of additonal feats that add another 3x/day (or thereabouts) each.</p><p></p><p>Other ideas:</p><p>A) Get rid of Natural Spell. It's not necessary to make a powerful Druid, particuarly in comparison with a standard front-liner.</p><p></p><p>B) Each time that the Druid is WildShaped, they may cast exactly 1 spell as if they had Natural Spell. You could allow addtional uses/wildshape with a feat (say +1/feat?).</p><p></p><p>C) Change Natural Spell so that any spells have their casting time extended like a Sorcerers' are with Metamagic (so standard -> Full Round; 1 full round -> 2 Full Rounds).</p><p></p><p>D) Change Natural Spell so that any spells have an increased <s>duration</s> casting time; that is Swift/Immediate -> standard, Standard -> 1 full round, 1 full round -> 2 full rounds. In this case, I'd probably no longer have it cost a feat (just make it part of Wild Shape), but your taste may vary.</p></blockquote><p></p>
[QUOTE="Zimbel16, post: 3034473, member: 41600"] I'd tend to suggest that it's Wild Shape that's overpowered, and Natural spell just makes it that much better (since at mid-high levels, Druid spellcasting is also overpowered), but given your above assumption: #1 should work reasonably well. Personally, I don't like it as much. I'd sugest reading it for flavor before deciding. I should also note that a Druid designed under the standard rules may be weaker under this varient at all but high levels (since it changes optimal attribute allocation). #2 - the difficulty, as many above have stated, is that you'd need to prepare the spells ahead of time. One way around this would be instead of +1 spell levels, have each spell cast cost an extra spell of one level lower (or higher) (which is consumed to no effect). So casing Cure Moderate Wounds (LV 3) would use up both that spell and a selected 2nd (or higher) level spell. #3) I like this approach, but if you're planning to play up through high levels, you're likely to have better success with limiting it to a straight 3x/day (or some other constant) instead of expending wildshape uses. The reason is that Wildshape uses are rare and valuable at low levels, but they are neither at high levels. If you want them to be able to cast more than 3 times / day, allow the selection of additonal feats that add another 3x/day (or thereabouts) each. Other ideas: A) Get rid of Natural Spell. It's not necessary to make a powerful Druid, particuarly in comparison with a standard front-liner. B) Each time that the Druid is WildShaped, they may cast exactly 1 spell as if they had Natural Spell. You could allow addtional uses/wildshape with a feat (say +1/feat?). C) Change Natural Spell so that any spells have their casting time extended like a Sorcerers' are with Metamagic (so standard -> Full Round; 1 full round -> 2 Full Rounds). D) Change Natural Spell so that any spells have an increased [S]duration[/S] casting time; that is Swift/Immediate -> standard, Standard -> 1 full round, 1 full round -> 2 full rounds. In this case, I'd probably no longer have it cost a feat (just make it part of Wild Shape), but your taste may vary. [/QUOTE]
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