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The impending mess that will be backwards compatibility
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<blockquote data-quote="Mirrorrorrim" data-source="post: 8994150" data-attributes="member: 7040132"><p>Same. We even had two people playtest the 2014 druid and playtest druid side by side. Story-wise they decided they were merely Druids of different Moon Circles, maybe differentiated by the phases or seasons of the moon. Like a cultural difference from a worldbuilding sense.</p><p></p><p>Both had fun, mind you... and they were both effective. But the discussion about what they liked about their, and each other's, experiences, preferences, and appreciation of each others' contribution was kinda cool.</p><p></p><p>At level 1, vs. goblins, both had fun, but the 2024 druid player was a little jealous that they couldn't wildshape yet. OK, that's to be expected.</p><p></p><p>At level 3, vs. ogres, both had fun again!</p><ul> <li data-xf-list-type="ul">The 2024 Druid was able to describe how they wanted their shape to look. Following in the footsteps of the owlbear, they described a modifed Great Cat, specifically a Large Displacer Beast. They liked being able to talk, and cast shield on themselves and was also able to heal. Unarmed strike as a bonus action gave them some decent combat technique options.</li> <li data-xf-list-type="ul">The 2014 Druid chose the Dire Wolf because they knew it had good stats. They could not talk, but they enjoyed the tough damage-dealing they were used to dealing, and with Pack Tactics and Pr0ning their enemies, they had some good team-focused combat techniques</li> </ul><p>Based on how it all played out, the 2024 player liked all the variety of options they could perform in Wild Shape, and even though they never dropped they felt squishier. They like the 2024 rules but hope for a temp HP buff as part of a combat wild shape. They also want a list of beast abilities to make the Wild Shape feel more like an existing beast. They chose Shield as part of Magic Initiate, and I think that was a bit cheesy for the playtest, but I allowed it. That, plus concentrating on the new Barkskin spell before Wildshaping (5 temp hp/round in this 3rd level playtest), made them quite a bit tankier than just HP, but it took spells to make that happen.</p><p></p><p>The 2014 player said they are used to the ablative HP that makes 2014 druids feel tough. They want to tank. If the 2024 version doesn't have temp HP, or abilities that let them tank (as opposed to healing), he would just play the 2014 version (and I would let them in my game). That said, they really like the ability to reskin their wildshape to be what they want, rather than select other forms at higher levels (I said I'd allow it as a house rule). They also want to be able to play the same "form" but have its power scale. If they wanted to be a Dire Wolf at L12, they want it to scale up, not have to reskin a dinosaur or some other beast. They also wanted to be able to talk in beast form. </p><p></p><p><u><strong>2014 Druid L3 - Circle of the Moon</strong></u></p><p>Wildshape 2x/day (bonus action)</p><p><u>Dire Wolf</u></p><p>Str:17 Dex:15 Con:15 Int:10 Wis:17 Cha:12</p><p>AC: <strong>14 </strong>HP: <strong>37 </strong>(Will return back to elf at 0) </p><p>Speed: <strong>50</strong> Init: +2 Keen Hearing and Smell Pack Tactics </p><p><strong>Action: Bite: </strong> <strong>+5</strong> / <strong>2d6+3</strong> piercing; Str save <strong>DC 13</strong> or prone</p><p><strong>Bonus action: </strong>Spend L2 spell to heal self 2d8hp</p><p></p><p><u><strong>2024 Druid L3 - Circle of the Moon</strong></u></p><p>Channel Nature 2x/day (bonus action)</p><p><u>Twilight Displacer Beast</u> (Deep purple, 6 legs, short tentacles no reach)</p><p>Str:17 Dex:17 Con:16 Int:10 Wis:17 Cha:12</p><p>AC: <strong>13 </strong>(AC: 18 with Shield Spell)<strong> </strong>HP: <strong>27</strong> (drops unconscious at 0)</p><p>Speed: <strong>40</strong> Init: +3 Darkvision Keen Senses </p><p><strong>Action: </strong> Bestial Strike: <strong>+5</strong> / <strong>1d8+3 </strong>(can choose between B/P/S)</p><p><strong>Bonus Action: </strong>Unarmed Strike: Deal Damage option: <strong>+5 </strong>/ <strong>4 </strong>bludgeoning (this gives a second attack per round, for a total possible 1d8+7</p><ul> <li data-xf-list-type="ul">Grapple option: Str/Dex save <strong>DC 13</strong> or be Grappled</li> <li data-xf-list-type="ul">Shove option: Str/Dex save <strong>DC 13</strong> or be Pushed 5 ft, or knocked Prone</li> </ul><p><strong>Bonus action: </strong>Cast Abjuration Spells in Wildshape, like Cure Wounds (and Shield as a Magic Initiate).</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 8994150, member: 7040132"] Same. We even had two people playtest the 2014 druid and playtest druid side by side. Story-wise they decided they were merely Druids of different Moon Circles, maybe differentiated by the phases or seasons of the moon. Like a cultural difference from a worldbuilding sense. Both had fun, mind you... and they were both effective. But the discussion about what they liked about their, and each other's, experiences, preferences, and appreciation of each others' contribution was kinda cool. At level 1, vs. goblins, both had fun, but the 2024 druid player was a little jealous that they couldn't wildshape yet. OK, that's to be expected. At level 3, vs. ogres, both had fun again! [LIST] [*]The 2024 Druid was able to describe how they wanted their shape to look. Following in the footsteps of the owlbear, they described a modifed Great Cat, specifically a Large Displacer Beast. They liked being able to talk, and cast shield on themselves and was also able to heal. Unarmed strike as a bonus action gave them some decent combat technique options. [*]The 2014 Druid chose the Dire Wolf because they knew it had good stats. They could not talk, but they enjoyed the tough damage-dealing they were used to dealing, and with Pack Tactics and Pr0ning their enemies, they had some good team-focused combat techniques [/LIST] Based on how it all played out, the 2024 player liked all the variety of options they could perform in Wild Shape, and even though they never dropped they felt squishier. They like the 2024 rules but hope for a temp HP buff as part of a combat wild shape. They also want a list of beast abilities to make the Wild Shape feel more like an existing beast. They chose Shield as part of Magic Initiate, and I think that was a bit cheesy for the playtest, but I allowed it. That, plus concentrating on the new Barkskin spell before Wildshaping (5 temp hp/round in this 3rd level playtest), made them quite a bit tankier than just HP, but it took spells to make that happen. The 2014 player said they are used to the ablative HP that makes 2014 druids feel tough. They want to tank. If the 2024 version doesn't have temp HP, or abilities that let them tank (as opposed to healing), he would just play the 2014 version (and I would let them in my game). That said, they really like the ability to reskin their wildshape to be what they want, rather than select other forms at higher levels (I said I'd allow it as a house rule). They also want to be able to play the same "form" but have its power scale. If they wanted to be a Dire Wolf at L12, they want it to scale up, not have to reskin a dinosaur or some other beast. They also wanted to be able to talk in beast form. [U][B]2014 Druid L3 - Circle of the Moon[/B][/U] Wildshape 2x/day (bonus action) [U]Dire Wolf[/U] Str:17 Dex:15 Con:15 Int:10 Wis:17 Cha:12 AC: [B]14 [/B]HP: [B]37 [/B](Will return back to elf at 0) Speed: [B]50[/B] Init: +2 Keen Hearing and Smell Pack Tactics [B]Action: Bite: [/B] [B]+5[/B] / [B]2d6+3[/B] piercing; Str save [B]DC 13[/B] or prone [B]Bonus action: [/B]Spend L2 spell to heal self 2d8hp [U][B]2024 Druid L3 - Circle of the Moon[/B][/U] Channel Nature 2x/day (bonus action) [U]Twilight Displacer Beast[/U] (Deep purple, 6 legs, short tentacles no reach) Str:17 Dex:17 Con:16 Int:10 Wis:17 Cha:12 AC: [B]13 [/B](AC: 18 with Shield Spell)[B] [/B]HP: [B]27[/B] (drops unconscious at 0) Speed: [B]40[/B] Init: +3 Darkvision Keen Senses [B]Action: [/B] Bestial Strike: [B]+5[/B] / [B]1d8+3 [/B](can choose between B/P/S) [B]Bonus Action: [/B]Unarmed Strike: Deal Damage option: [B]+5 [/B]/ [B]4 [/B]bludgeoning (this gives a second attack per round, for a total possible 1d8+7 [LIST] [*]Grapple option: Str/Dex save [B]DC 13[/B] or be Grappled [*]Shove option: Str/Dex save [B]DC 13[/B] or be Pushed 5 ft, or knocked Prone [/LIST] [B]Bonus action: [/B]Cast Abjuration Spells in Wildshape, like Cure Wounds (and Shield as a Magic Initiate). [/QUOTE]
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