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Revised druid - need some help
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<blockquote data-quote="Hawken" data-source="post: 5052090" data-attributes="member: 23619"><p>I think the Shapechange option for Druids from the PHB2 addresses a few of your concerns about Wildshape and may actually solve your problem with it.</p><p></p><p>Just a minor point here; your use of "lord" on these druid titles seems a bit off. Druids are supposed to work in concert with nature, not dominate it. </p><p></p><p>How do you justify losing a power with this stuff? If you know how to do it once, that knowledge doesn't just vanish. In modern terms, you don't forget how to ride a bike just because you learned how to drive a car. </p><p></p><p>It sounds like you're wanting to treat druids the way Jedi are treated in SWSE. Your elemental this, animal that, feel more like talent trees the way you are describing them--and if I am understanding your intention behind them. </p><p></p><p>Or you could do it in a similar fashion to Rogue Special Abilities. At 10th level, the Druid gets to choose 1 aspect of nature to specialize in (animals, weather, plants, etc.). He gets a special ability; let's say Animal I, Elemental I, Plant I, etc. for purposes of this discussion. Now at 13th, he can pick up Animal II if he got Animal I at 10th, or he could branch out and take Elemental I. Then at 16th, he could take Animal III, or if he went Elemental I at 13th, then he could choose Animal II or Elemental II. You could set aside 4 different powers (Animal I-IV, Plant I-IV, etc.), so that someone sticking with one could get all four by 19th. </p><p></p><p>You could change the rate of progression from every 3 levels to every 2 levels, but that would require 6 different powers for each category (10th, 12th, 14th, 16th, 18th, and 20th). This would give Druids a lot more chances to customize and 'dip' into a specialty area they may want and the few that 'stay the course' and top out their chosen fields would truly be the undisputed masters of their field. </p><p></p><p>I'd be interested in helping you further define what some of these abilities might be, but either a talent tree format or a model similar to the Rogue Special Ability progression seem like the best formats to use to develop this further.</p></blockquote><p></p>
[QUOTE="Hawken, post: 5052090, member: 23619"] I think the Shapechange option for Druids from the PHB2 addresses a few of your concerns about Wildshape and may actually solve your problem with it. Just a minor point here; your use of "lord" on these druid titles seems a bit off. Druids are supposed to work in concert with nature, not dominate it. How do you justify losing a power with this stuff? If you know how to do it once, that knowledge doesn't just vanish. In modern terms, you don't forget how to ride a bike just because you learned how to drive a car. It sounds like you're wanting to treat druids the way Jedi are treated in SWSE. Your elemental this, animal that, feel more like talent trees the way you are describing them--and if I am understanding your intention behind them. Or you could do it in a similar fashion to Rogue Special Abilities. At 10th level, the Druid gets to choose 1 aspect of nature to specialize in (animals, weather, plants, etc.). He gets a special ability; let's say Animal I, Elemental I, Plant I, etc. for purposes of this discussion. Now at 13th, he can pick up Animal II if he got Animal I at 10th, or he could branch out and take Elemental I. Then at 16th, he could take Animal III, or if he went Elemental I at 13th, then he could choose Animal II or Elemental II. You could set aside 4 different powers (Animal I-IV, Plant I-IV, etc.), so that someone sticking with one could get all four by 19th. You could change the rate of progression from every 3 levels to every 2 levels, but that would require 6 different powers for each category (10th, 12th, 14th, 16th, 18th, and 20th). This would give Druids a lot more chances to customize and 'dip' into a specialty area they may want and the few that 'stay the course' and top out their chosen fields would truly be the undisputed masters of their field. I'd be interested in helping you further define what some of these abilities might be, but either a talent tree format or a model similar to the Rogue Special Ability progression seem like the best formats to use to develop this further. [/QUOTE]
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