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New Wild Shape
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<blockquote data-quote="Remathilis" data-source="post: 8951957" data-attributes="member: 7635"><p>So I've been digesting all this for the past week, and I want to toss out my thoughts as someone who never really played a druid but saw a few played.</p><p></p><p>1. If I wild shape into an animal, I want to do animal things. The new blocks don't feel like an animal enough. If you took away the "animal" description, you are just getting a minor buff in combat at cost based of your other features. I want to feel a little more animalistic when in this shape.</p><p></p><p>2. You lose too much as written. I turn into an animal of the land and my AC drops, I lose my save and skill proficiencies, I lose access to species traits like Lucky or fire resistance. I get it is to simplify the stat block, but animal shape shouldn't make you easier to kill.</p><p></p><p>3. Most alternative forms go online too late. Aquatic form comes long after you can water breathe or alter self. Aerial form long after fly is an option, and tiny far too late. It's even sillier when you think how tritons and sea elves can't wild shape under water without drowning. Realistically, aquatic should be around 3-5 level, aerial 5-7, tiny 7-9.</p><p></p><p>4. Moon needs its own unique stat block that is a strict upgrade from the base form. Let them form a giant/dire version with higher damage, better AC, some type of temp hp/DR, etc. If they need a balancing factor, make it a shorter duration. </p><p></p><p>5. Other options should be buffed. Healing blossoms is too weak, familiar is good but not really repeatable. Ideally, each subclass should give you a new feature as well. Spore zombies, summoning firebirds, constellation forms, etc. As I stated, moon should get its dire wild shape. </p><p></p><p>6. Lastly, I think a normal druid shouldn't pull tank duty. That's the role for moon druids. I got no problem with regular druid wild shape being more akin to a rogue or ranger in melee; skirmisher rather than tank. </p><p></p><p>The idea is solid, but the execution needs work..</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8951957, member: 7635"] So I've been digesting all this for the past week, and I want to toss out my thoughts as someone who never really played a druid but saw a few played. 1. If I wild shape into an animal, I want to do animal things. The new blocks don't feel like an animal enough. If you took away the "animal" description, you are just getting a minor buff in combat at cost based of your other features. I want to feel a little more animalistic when in this shape. 2. You lose too much as written. I turn into an animal of the land and my AC drops, I lose my save and skill proficiencies, I lose access to species traits like Lucky or fire resistance. I get it is to simplify the stat block, but animal shape shouldn't make you easier to kill. 3. Most alternative forms go online too late. Aquatic form comes long after you can water breathe or alter self. Aerial form long after fly is an option, and tiny far too late. It's even sillier when you think how tritons and sea elves can't wild shape under water without drowning. Realistically, aquatic should be around 3-5 level, aerial 5-7, tiny 7-9. 4. Moon needs its own unique stat block that is a strict upgrade from the base form. Let them form a giant/dire version with higher damage, better AC, some type of temp hp/DR, etc. If they need a balancing factor, make it a shorter duration. 5. Other options should be buffed. Healing blossoms is too weak, familiar is good but not really repeatable. Ideally, each subclass should give you a new feature as well. Spore zombies, summoning firebirds, constellation forms, etc. As I stated, moon should get its dire wild shape. 6. Lastly, I think a normal druid shouldn't pull tank duty. That's the role for moon druids. I got no problem with regular druid wild shape being more akin to a rogue or ranger in melee; skirmisher rather than tank. The idea is solid, but the execution needs work.. [/QUOTE]
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