Nail
First Post
I'm presently DMing a group with a druid. We've gone from level 1 to level 9. We stick pretty close to core rules -- the only significant change is tweaking the Natural Spell feat (like this: all spells cast with Natural Spell take a full round action).
I'm a DM that likes to challenge my players. No kid gloves for me! The combat challenges are mixed, and I try to throw lots of curve balls: DR 10/Evil (PCs are Good), SR, Incorporeal, Improved Grab, etc.
So far, over 2+ years of gaming, under both 3.0e and 3.5e rules, we've not found the Druids to be over-powered. It's a decent PC class, with neat abilities. It does *not* rule the roost.
A particular weakness: Animal ACs suck, hard. Yep, buffing spells and magic items can help.....but meanwhile, the fighter is swinging away, the archer is in machine-gun mode, and the wizard's laying down the smack.
FWIW.
I'm a DM that likes to challenge my players. No kid gloves for me! The combat challenges are mixed, and I try to throw lots of curve balls: DR 10/Evil (PCs are Good), SR, Incorporeal, Improved Grab, etc.
So far, over 2+ years of gaming, under both 3.0e and 3.5e rules, we've not found the Druids to be over-powered. It's a decent PC class, with neat abilities. It does *not* rule the roost.
A particular weakness: Animal ACs suck, hard. Yep, buffing spells and magic items can help.....but meanwhile, the fighter is swinging away, the archer is in machine-gun mode, and the wizard's laying down the smack.
FWIW.
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