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Tell me why Druids are the most powerful class
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2053461" data-attributes="member: 5143"><p>Ok, thanks for the information so far. None of what anyone has said has shown me that Druids are especially more powerful. Don't get me wrong, I think they are alright. But they cannot do any ONE thing any better than any other class. I do think the other classes being one trick ponies is actually their strength, the next time a Fighter or Barbarian does 30 damage per hit without any buffs just a straight attack with power attack, I know they don't need to try to combine buffs, spend rounds casting, etc. in order to become powerful.</p><p></p><p>As for the Animal Growth thing, I'm still not convinced Animal Growth works on wildshaped druids. Wildshape is a Su ability that changes your form AND size otherwise you wouldn't be the same size as the bear your Wildshaped into, you'd just look like it. So, if Wildshape makes you large, you cannot use magic to further increase your size.</p><p></p><p>I know the Living Greyhawk campaign has already clarified this for their campaign, explicitly stating that this rule affects wildshape and you can only animal growth yourself if you wildshaped into a medium sized animal and that you can't have both enlarge person and animal growth on at once.</p><p></p><p>As for magic items and wild shape. Andy Collins suggested when 3.5 edition first came out that "I suggest being as liberal as possible with the rule that druids can wear ANY magic item their new form can. If you can think of ANY possible reason the new form could wear an item, allow it to be worn."</p><p></p><p>I'll allow virtually any item to work, although, I don't allow humanoid armor to function in bipedal form.</p><p></p><p>With all of this combined though, it tends to make Druids into the way I've always viewed them: capable of attacking in wildshaped form for less pluses to hit and damage than the tanks, with an animal compaion who is able to do the same as they can. Both likely to miss, but still with a chance to hit. OR they can become wizards, blasting things with Flame Strike, Call Lightning, etc. But for worse damage and less variety than the actual wizards or sorcerers. OR they can become clerics, curing the party, but not as well as the cleric, possibly unable to keep the party alive. OR they may be able to partially replace a rogue through wildshape, but they still can't open locks or find traps.</p><p></p><p>It's also possible Druids might try to do ALL of these things, pretty much requiring them to change their tactics every round as each one of them requires a spell, so they can only really heal once or twice as they have damage spells prepared and buffing spells prepared, etc.</p><p></p><p>So far, all I've really discovered is that druids are the ultimate generalists, which doesn't make them GOOD at anything.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2053461, member: 5143"] Ok, thanks for the information so far. None of what anyone has said has shown me that Druids are especially more powerful. Don't get me wrong, I think they are alright. But they cannot do any ONE thing any better than any other class. I do think the other classes being one trick ponies is actually their strength, the next time a Fighter or Barbarian does 30 damage per hit without any buffs just a straight attack with power attack, I know they don't need to try to combine buffs, spend rounds casting, etc. in order to become powerful. As for the Animal Growth thing, I'm still not convinced Animal Growth works on wildshaped druids. Wildshape is a Su ability that changes your form AND size otherwise you wouldn't be the same size as the bear your Wildshaped into, you'd just look like it. So, if Wildshape makes you large, you cannot use magic to further increase your size. I know the Living Greyhawk campaign has already clarified this for their campaign, explicitly stating that this rule affects wildshape and you can only animal growth yourself if you wildshaped into a medium sized animal and that you can't have both enlarge person and animal growth on at once. As for magic items and wild shape. Andy Collins suggested when 3.5 edition first came out that "I suggest being as liberal as possible with the rule that druids can wear ANY magic item their new form can. If you can think of ANY possible reason the new form could wear an item, allow it to be worn." I'll allow virtually any item to work, although, I don't allow humanoid armor to function in bipedal form. With all of this combined though, it tends to make Druids into the way I've always viewed them: capable of attacking in wildshaped form for less pluses to hit and damage than the tanks, with an animal compaion who is able to do the same as they can. Both likely to miss, but still with a chance to hit. OR they can become wizards, blasting things with Flame Strike, Call Lightning, etc. But for worse damage and less variety than the actual wizards or sorcerers. OR they can become clerics, curing the party, but not as well as the cleric, possibly unable to keep the party alive. OR they may be able to partially replace a rogue through wildshape, but they still can't open locks or find traps. It's also possible Druids might try to do ALL of these things, pretty much requiring them to change their tactics every round as each one of them requires a spell, so they can only really heal once or twice as they have damage spells prepared and buffing spells prepared, etc. So far, all I've really discovered is that druids are the ultimate generalists, which doesn't make them GOOD at anything. [/QUOTE]
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