broghammerj
Explorer
Let me start off by saying I've been playing DND for 15 years now. I've played almost every race/character combo in that time. The one character I can never bring myself to play for more than two hours before becoming frustrated and tearing up the character sheet, is the druid. Here's why:
1. True neutral- Never liked the idea of this alignment for anyone. Breeds apathy about any cause. It leads to the personal conundrum "Why am I fighting with the LG paladin and not the evil orcs?" This has been changed in 3.X by allowing one degree of freedom. A sleight improvement.
2. The character is tied to the land, ie a grove of trees. "Why am I'm out adventuring 100 leagues away from my stand of trees?"
3. Well my character ignores rule #2 and goes adventuring anyways. "What's my motivation? Gold- No, I avoid worked metal. Magic items- No, worked metal again. Fame- No, I'm a described as a loner. Why am I here again?"
4. "Why am I adventuring with these jokers?" The paladin, thief, sorcerer, wizard, etc don't fit into my circle of friends. This ranger and barbarian do.
5. "Why am I in this town, dungeon, or other manmade aberration of all that is natural?"
6. Weapon proficiencies are just plain bizarre. Scimitar????? Nuff said. Proficient in farm implements.....check. Oh wait, forgot the flail, scythe, and whip. Proficient in outdoor hunting weapons......check. Oh wait, forgot the hand ax, bola, net and bow. Now arguably some of these are exotic weapons so I'll maybe concede this point, but the bow is the most ridiculous. Consider how many elven druids and elven nature deities exist.
7. I am a fanatical member of Greenpeace. "You mamed a squirrel in my forest. Now you must die!"
It seems to me the druid is designed as a great NPC character. It could work as a PC in a very specific campaign framework based on the outdoors. The druid can easily become the DMs pawn with adventures where you are moved into action by the druidic coucil. I think there could be some changes to the character to make it more portable into typical campaigns.
1. Change the philosophy from guardian of nature to conservationist. Logging by the nearby townsman is permissible as long as they plant new forest, do not hunt game to extinction, etc. Nature and civilization can coexist in harmony.
2. Adopt a Native American mentality of living off the land and using it, but using it responsibly and not letting things go to waste.
3. Adventure to gain more knowledge about plants and ecosystems.
4. Adventure to destroy aberrations and undead.
5. I'm motivated for the love the outdoors and the assoicate travel.
6. No longer associate the druid to a specific local.
7. Fix weapon proficiencies. By adding the above weapons, you're not adding a whole lot of increased damage except for the increased range of a bow. You do add more sense to the weapon selections.
8. Drop the cliched loner attitude. Hiding in the forest not speaking to anyone will only get your forest bulldozed for a set of condominiums.
Just wondering what people have done to make druids a better fit to their campaign?
1. True neutral- Never liked the idea of this alignment for anyone. Breeds apathy about any cause. It leads to the personal conundrum "Why am I fighting with the LG paladin and not the evil orcs?" This has been changed in 3.X by allowing one degree of freedom. A sleight improvement.
2. The character is tied to the land, ie a grove of trees. "Why am I'm out adventuring 100 leagues away from my stand of trees?"
3. Well my character ignores rule #2 and goes adventuring anyways. "What's my motivation? Gold- No, I avoid worked metal. Magic items- No, worked metal again. Fame- No, I'm a described as a loner. Why am I here again?"
4. "Why am I adventuring with these jokers?" The paladin, thief, sorcerer, wizard, etc don't fit into my circle of friends. This ranger and barbarian do.
5. "Why am I in this town, dungeon, or other manmade aberration of all that is natural?"
6. Weapon proficiencies are just plain bizarre. Scimitar????? Nuff said. Proficient in farm implements.....check. Oh wait, forgot the flail, scythe, and whip. Proficient in outdoor hunting weapons......check. Oh wait, forgot the hand ax, bola, net and bow. Now arguably some of these are exotic weapons so I'll maybe concede this point, but the bow is the most ridiculous. Consider how many elven druids and elven nature deities exist.
7. I am a fanatical member of Greenpeace. "You mamed a squirrel in my forest. Now you must die!"
It seems to me the druid is designed as a great NPC character. It could work as a PC in a very specific campaign framework based on the outdoors. The druid can easily become the DMs pawn with adventures where you are moved into action by the druidic coucil. I think there could be some changes to the character to make it more portable into typical campaigns.
1. Change the philosophy from guardian of nature to conservationist. Logging by the nearby townsman is permissible as long as they plant new forest, do not hunt game to extinction, etc. Nature and civilization can coexist in harmony.
2. Adopt a Native American mentality of living off the land and using it, but using it responsibly and not letting things go to waste.
3. Adventure to gain more knowledge about plants and ecosystems.
4. Adventure to destroy aberrations and undead.
5. I'm motivated for the love the outdoors and the assoicate travel.
6. No longer associate the druid to a specific local.
7. Fix weapon proficiencies. By adding the above weapons, you're not adding a whole lot of increased damage except for the increased range of a bow. You do add more sense to the weapon selections.
8. Drop the cliched loner attitude. Hiding in the forest not speaking to anyone will only get your forest bulldozed for a set of condominiums.
Just wondering what people have done to make druids a better fit to their campaign?