Sure the Playtest Druid is not ready for print. It needs a LOT of work. But I strongly believe that the scaling stat block is the way to go because the base effectiveness of that druid will never be in question. Here are some things that don't yet work and I provided feedback on as potential solutions.
- I want there to be a pretty decent list of possible beast abilities to choose from when I wildshape. Do I want be a cougar so I can pounce on my prey? I can just choose the pounce ability from the list. Do I want to be a wolf for pack tactics? Just select pack tactics. The free unarmed strike already lets you grapple if you want to represent a wolf dragging someone to the ground, or a constrictor snake, or a bear hugging someone with extreme prejudice. But maybe there is an ability to select that enhances that grapple or offers a better one? This will help the player better represent the animal in their minds. I also have no problem with all wildshape forms having darkvision. It's a magic world. Your primal connection gives it to you. That works.
- I dislike the ablative HP as designed in 2014. That is not how any shapechanging fiction works. Using the 2014 rules you get dropped as a bear and you are still hale and hearty. I don't buy it. That said I don't mind getting some temporary hit points with the wildshape to make yourself a little tougher.
- I want wildshape to be a duration that does not require concentration and you can change into any appropriate available form while under that singular wildshape use. It's not borken if you don't get the 2014 ablative armor every time you shift. Also, in my vision, you only get any temporary hit points the first time you spend the use of wildshape, not each time you shift while under that wildshape duration. Do I want to be an Owlbear to beat someone into the ground, then spend a bonus action to turn into a deer and run away? That is fine! (This design also supports the way Doric wildshapes in DADHAT, and how Merlin does it in the Sword and the Stone, and who doesn't want to do that!?)
- I want tiny noncombat forms at lower level. I don't think you need to assume that the Tiny form can tank or something because they still have lots of hit points. While your hit points don't have to change, just include in the ability or stat block that if you take damage, you get knocked out of wildshape. And while you could still use your next action to get back into a new form, your cover is blown. What a story as to try to fight or run! (See Doric)
- I don't need flying at level 1, but I don't want to wait too long to get it.
For anyone defending the 2014 druid, are my ideas remotely interesting if they were in the 2024 rules?
So I wanted to come back to this.
I'm not super-keen on the 2014 Druid but I have played them a number of times and I think it gets more things right than the 1D&D playtest Druid.
Re: your points
1. I think this is a good suggestion, but I also suspect WotC thinks it's too complicated. One of the major issues we've seen so far with the playtest packets is some fairly strange ideas from WotC on what is too complicated. Because they been both increasing complication (spell lists, all casters prep) and cutting it down in inconsistent ways.
But "Build-a-beast" is the right way to go if using a scaling statblock, yeah.
2. Disagree that
no shapechanging fiction works that way. Some does - but that that does tends to be very high magic Wizard-type shapechanging. However, one thing that is extremely common in virtually all shapechanging fiction, but absent in D&D, is the "shapechanging heals you". I don't think ablative HP were the way to go, but say, Moon Druids at the very least should probably heal some amount on every shapeshift (it doesn't have to be huge.
3. Agree - this is the natural way to do it, and how most players envision shapeshifting into any animal when they hear about it.
4. They should be there from as soon as you can shapeshift. It's not the "tankiness" that's really the problem, though, if you're using your own HP, it's the damage. They should do 1 damage or 0 damage, whichever fits - or even be unable to make attack rolls. I don't think knocking people out of small wildshapes is good because it'll cause too many weird problems, esp. when going through narrow spaces, and it doesn't fit with the new "Your HP are your HP" design. Maybe make the Druid Vulnerable to physical damage when they're in a tiny form? I.e. double damage - I think that'd fit and give you a reason to shift out but also avoid a ton of rare-but-troubling issues.
5. Agree completely re: flying - on a form weak at combat it should be fairly low-level. Also it'd be lovely if WotC could just, y'know, for one second, realize how fast and far birds can fly lol. Like a pigeon, for god's sake, a pigeon, can fly at up to 90mph for hours on end.