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Playtest: The Druid (merged)

Although, hmm. The fire could be just chaotic energy. Pulling a little mote of the Far Realms into reality, and the energy burns.
*Nods* and hell really when it comes down to it you could say it is fairy dust and simply not change the keyword to keep the mechanics fine and dandy. It is simply now any monster resistant to fire also happens to be resistant to fairy dust :p
 

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Here's something interesting about Storm Spike I noticed:
1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier.
If the target is in melee, and they do move, then they're going to take an OA.

I wonder, if a Druid is wearing armor, and they shift, do they still benefit from the armor's AC, and the powers?

Also, the more I look at it, the less I as a player am interested in getting into melee. There aren't a lot of really good melee powers for the beast. The ranged controller powers, though, satisfy me.

As I think about it, the only races with wisdom benefits are elf and dwarf. And obviously, elf works. But I can't think of a suitable... flavor reason for a Dwarf druid, outside of underground stuff, and I don't see a lot of "Underground" looking powers (Wind and lightning and such, in a cave?). But that's just the min-maxer in me clashing with the roleplayer.
 

Didn't they want to avoid making a dual-role class? What's up with the druid, who can be a controller, and either a striker or a leader?
 

I also just noticed that most beast form at wills can be used as melee basic attacks, so that means you can also use them on a charge, right?

And a slowing or sliding attack on an AO can also be pretty damn useful... :)
 

I like it so far.

A few thoughts:
1) I wonder if we'll learn over time that Controller and Defender are actually very close roles, with the major distinction between the Defender making people attack you. Otherwise, both seem to be all about shaping the battle-field to define who is to be attacked and who not.

2) Does the At-Will number restriction for beast-keyword powers also apply to the human extra at-will? I suppose so... So that means humans will be more versatile, not more specialized. (It's already this way for most classes, I think.)

As I think about it, the only races with wisdom benefits are elf and dwarf. And obviously, elf works. But I can't think of a suitable... flavor reason for a Dwarf druid, outside of underground stuff, and I don't see a lot of "Underground" looking powers (Wind and lightning and such, in a cave?). But that's just the min-maxer in me clashing with the roleplayer.
Dwarves already made good Druids in 3E. ;) The Con bonus was useful. Well, at least in either 3.0 or 3.5. I think at some point, things changed. ;)

I think a few more subterrean-themed powers are needed.

Hhumans are of course also always a race with a bonus to a classes primary ability score, if you want so. ;)
 

Also, FINALLY some wisdom-based attacks. However, it occurs to me that even if you're a cleric (or a druid) and you nab one of the other class's powers (via dilettante or multi-class), you still have to lug around a separate implement just to use it. Well, use it in a worthwhile fashion.
 

It's a controller with based on your build a bit more leader or striker like abilities, but the paladin also has leader like abilities and the swordmage has controller like abilities, so it's not like we haven't seen some dipping into other roles before...
 

Also, FINALLY some wisdom-based attacks. However, it occurs to me that even if you're a cleric (or a druid) and you nab one of the other class's powers (via dilettante or multi-class), you still have to lug around a separate implement just to use it. Well, use it in a worthwhile fashion.

I am not sure, but the Totem thingy might be like a Holy Symbol, so at least your hands are still free. (Not that you need that if you use Cleric Wisdom based powers)
 

1) I wonder if we'll learn over time that Controller and Defender are actually very close roles, with the major distinction between the Defender making people attack you. Otherwise, both seem to be all about shaping the battle-field to define who is to be attacked and who not.
The Bard is doing that a lot, too. By designating marks, and shifting people around the field.

Hhumans are of course also always a race with a bonus to a classes primary ability score, if you want so. ;)
Yes, but I generally try to avoid playing humans. (Actually, I generally try to avoid playing dwarves and elves at that, but hey). Dwarves simply feel very strong, especially with their minor Second Wind, and their push/knocked prone resistance. A melee druid needs that defensiveness!
 


Into the Woods

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