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New One D&D Playtest Shows Us The New Druid & Paladin
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<blockquote data-quote="Bacon Bits" data-source="post: 8946788" data-attributes="member: 6777737"><p>Yeah, I'm perfectly happy with fixed stat blocks for Druids and summons. I hate when new monster books become new PC abilities. It just becomes "find the optimal damage per CR and then smash that button." Like that's not a deep or compelling strategy or tactic. Especially when its, "stop the game and find something buried in the Monster Manual that has the random ability I need." It discourages picking forms that fit your character and encourages picking the rarest, least realistic creature in the book.</p><p></p><p>However, I <em>hate</em> that Wild Shape is still siloed into a de facto combat-only ability. When the Wizard gets Alter Self a 3rd (2nd), Water Breathing at 5th (3rd), Fly at 5th (3rrd), and Polymorph at 7th (4th), it's really aggravating that Druid can't do better than that with it's defining class feature that's supposed to let you do exactly that.</p><p></p><p>I want wild shape give us a travel form (climb, swim, fly, or move quickly), a combat form, a stealthy/scent form, and (for Moon Druid) an elemental form. Make the travel and stealthy forms <em>not suitable for combat</em>. You turn into a squirrel or mole or spider or codfish or sparrow. Scale each form by level, and give them to the Druid <em>at or before the level the Cleric and Wizard get the spells that do the same thing</em>.</p><p></p><p>The level 7 ability and level 9 ability shouldn't be when you get aquatic and flight. At best it's when <em>the combat forms</em> can get aquatic and flight. And even then they should probably be lower, because Alter Self and Water Breathing and Polymorph still exist!</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8946788, member: 6777737"] Yeah, I'm perfectly happy with fixed stat blocks for Druids and summons. I hate when new monster books become new PC abilities. It just becomes "find the optimal damage per CR and then smash that button." Like that's not a deep or compelling strategy or tactic. Especially when its, "stop the game and find something buried in the Monster Manual that has the random ability I need." It discourages picking forms that fit your character and encourages picking the rarest, least realistic creature in the book. However, I [I]hate[/I] that Wild Shape is still siloed into a de facto combat-only ability. When the Wizard gets Alter Self a 3rd (2nd), Water Breathing at 5th (3rd), Fly at 5th (3rrd), and Polymorph at 7th (4th), it's really aggravating that Druid can't do better than that with it's defining class feature that's supposed to let you do exactly that. I want wild shape give us a travel form (climb, swim, fly, or move quickly), a combat form, a stealthy/scent form, and (for Moon Druid) an elemental form. Make the travel and stealthy forms [I]not suitable for combat[/I]. You turn into a squirrel or mole or spider or codfish or sparrow. Scale each form by level, and give them to the Druid [I]at or before the level the Cleric and Wizard get the spells that do the same thing[/I]. The level 7 ability and level 9 ability shouldn't be when you get aquatic and flight. At best it's when [I]the combat forms[/I] can get aquatic and flight. And even then they should probably be lower, because Alter Self and Water Breathing and Polymorph still exist! [/QUOTE]
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New One D&D Playtest Shows Us The New Druid & Paladin
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