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Temp HP - a hidden nerf to druids and others
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<blockquote data-quote="Clint_L" data-source="post: 9469380" data-attributes="member: 7035894"><p>Druids are the big failure of DnD2024. WotC was iterating on them right to the last possible minute, never got great feedback, finally claimed, in very cagey language, that the final version had just squeaked past their magical 70% threshold, and had a print deadline to make, so this is what we've got.</p><p></p><p>Moon druids, in particular, are <em>terrible</em>. The old version had the problem of being badly OP for three levels, and inconsistent after that. So it definitely needed work. The fix is a subclass that is worthless at all levels. So....GG?</p><p></p><p>The fundamental problem is the the druid does not deliver on the druid class fantasy: being a badass shapeshifter. Like the one in, you know, <em>the D&D movie that just came out.</em> Instead, they are a hodgepodge magic using but also maybe melee oriented kinda okay shapeshifter with clunky rules that try to split the difference between the template version that the designers clearly preferred but players hated, and the specific beast version that the designers clearly detest.</p><p></p><p>They're a mess. And they are horrific to try to teach to new players. They are the only class that I am considering excluding in their 2024 iteration. The 2014 version is much better. And the 2014 version is not very good. WotC has never really got a handle on this class. It's because they are stuck with the baggage of the D&D druid, when the class fantasy has become much more akin to the World of Warcraft one.</p><p></p><p>Edit: also, I <em>really hate</em> the impact of the new rules on the game story. When you try to infiltrate by wild shaping into, say, a teeny spider your HP actually go <em>up</em>, which is both counterintuitive and LAME. Risk is FUN. It's FUN when the player has to be super careful and creative because any damage taken in a weak form will drop them out of wildshape.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9469380, member: 7035894"] Druids are the big failure of DnD2024. WotC was iterating on them right to the last possible minute, never got great feedback, finally claimed, in very cagey language, that the final version had just squeaked past their magical 70% threshold, and had a print deadline to make, so this is what we've got. Moon druids, in particular, are [I]terrible[/I]. The old version had the problem of being badly OP for three levels, and inconsistent after that. So it definitely needed work. The fix is a subclass that is worthless at all levels. So....GG? The fundamental problem is the the druid does not deliver on the druid class fantasy: being a badass shapeshifter. Like the one in, you know, [I]the D&D movie that just came out.[/I] Instead, they are a hodgepodge magic using but also maybe melee oriented kinda okay shapeshifter with clunky rules that try to split the difference between the template version that the designers clearly preferred but players hated, and the specific beast version that the designers clearly detest. They're a mess. And they are horrific to try to teach to new players. They are the only class that I am considering excluding in their 2024 iteration. The 2014 version is much better. And the 2014 version is not very good. WotC has never really got a handle on this class. It's because they are stuck with the baggage of the D&D druid, when the class fantasy has become much more akin to the World of Warcraft one. Edit: also, I [I]really hate[/I] the impact of the new rules on the game story. When you try to infiltrate by wild shaping into, say, a teeny spider your HP actually go [I]up[/I], which is both counterintuitive and LAME. Risk is FUN. It's FUN when the player has to be super careful and creative because any damage taken in a weak form will drop them out of wildshape. [/QUOTE]
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