Leaders: Cleric & Warlord
Defenders: Fighter & Paladin
Strikers: Ranger & Rogue
Controllers: Wizard & Warlock
**
Have these all been confirmed? I think it's been mentioned that there will be 8 classes, and I'm pretty sure the above have all been referenced repeatedly - so often that it would be curious if they were not all in the initial PHB offering.
So whither the Druid?
I must say I'd be a bit sad to see the Big D relegated. Druids, Psions and Wizards are my favourite classes to play. However, the 3.5 Druid design does bring together a lot of problematic game and play mechanics:
(1) Shapechange. Specifically, early-to-mid-game Wildshaping, which can be problematic for DMs. It introduces two potent abilities at relatively low levels:
[1a] Grappling, the rules for which are slow and cumbersome in 3.5, and
[1b] Flight, which negates a large array of threats to the Druid at the levels at which it becomes available. Especially when said Druid is built for...
(2) Summoning. The Complete Psionics nerf to Astral Construct flagged up an designer awareness of how multiple summons slow down the game. For almost any 3.5 Druid build, those multiple summons are bread and butter basics (even for riders or archers, I find). I remember very well how powerful 1d4+1 augmented Ashbound hippogriffs can be, and also how the fights bog down when they appear: which brings us to...
(3) Sidekicks. I always liked familiars, animal companions and psicrystals (never had a Paladin mount), but they too slow down fights: for a full caster, an animal companion also provides a fairly potent guardian whilst casting. Used as a meatshield, the Druid's familiar often allows him to operate at one remove from the fight at hand, which is cosy, but also perhaps less exciting - and again, we know excitement is one of the buzzwords of the new edition...
(4) Finally, there's the Druid's vaunted versatility. Many see this as the secret of the 3.5 Druid's power. Which of the four new roles would the 3.5 Druid tend towards? He could operate almost equally well in any of them, couldn't he? As a Controller, the 3.5 Druid has some of the best battlefield spells in the game - not to mention those pesky multiple summons. As a defender, the Druid can again flood the field with summons and companions, defending his companions by proxy as few others can even if he doesn't wade in himself. As a striker, he becomes a grappling dire what-have-you, and does pretty well. And as a Leader, he has social skills, a generally high Charisma (since he needs little Strength or Dexterity) and healing. From the new-role standpoint, he straddles too many bases.
It all makes a kind of sense to me, but even so...this is all redesignable. The Druid is a rich class concept. I'll be gutted to see him out of the top-tier mix.
Defenders: Fighter & Paladin
Strikers: Ranger & Rogue
Controllers: Wizard & Warlock
**
Have these all been confirmed? I think it's been mentioned that there will be 8 classes, and I'm pretty sure the above have all been referenced repeatedly - so often that it would be curious if they were not all in the initial PHB offering.
So whither the Druid?
I must say I'd be a bit sad to see the Big D relegated. Druids, Psions and Wizards are my favourite classes to play. However, the 3.5 Druid design does bring together a lot of problematic game and play mechanics:
(1) Shapechange. Specifically, early-to-mid-game Wildshaping, which can be problematic for DMs. It introduces two potent abilities at relatively low levels:
[1a] Grappling, the rules for which are slow and cumbersome in 3.5, and
[1b] Flight, which negates a large array of threats to the Druid at the levels at which it becomes available. Especially when said Druid is built for...
(2) Summoning. The Complete Psionics nerf to Astral Construct flagged up an designer awareness of how multiple summons slow down the game. For almost any 3.5 Druid build, those multiple summons are bread and butter basics (even for riders or archers, I find). I remember very well how powerful 1d4+1 augmented Ashbound hippogriffs can be, and also how the fights bog down when they appear: which brings us to...
(3) Sidekicks. I always liked familiars, animal companions and psicrystals (never had a Paladin mount), but they too slow down fights: for a full caster, an animal companion also provides a fairly potent guardian whilst casting. Used as a meatshield, the Druid's familiar often allows him to operate at one remove from the fight at hand, which is cosy, but also perhaps less exciting - and again, we know excitement is one of the buzzwords of the new edition...
(4) Finally, there's the Druid's vaunted versatility. Many see this as the secret of the 3.5 Druid's power. Which of the four new roles would the 3.5 Druid tend towards? He could operate almost equally well in any of them, couldn't he? As a Controller, the 3.5 Druid has some of the best battlefield spells in the game - not to mention those pesky multiple summons. As a defender, the Druid can again flood the field with summons and companions, defending his companions by proxy as few others can even if he doesn't wade in himself. As a striker, he becomes a grappling dire what-have-you, and does pretty well. And as a Leader, he has social skills, a generally high Charisma (since he needs little Strength or Dexterity) and healing. From the new-role standpoint, he straddles too many bases.
It all makes a kind of sense to me, but even so...this is all redesignable. The Druid is a rich class concept. I'll be gutted to see him out of the top-tier mix.