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<blockquote data-quote="GlassJaw" data-source="post: 5053639" data-attributes="member: 22103"><p>Cool ideas. I know we'll definitely include a turning damage variant in the Players' Option book.</p><p></p><p></p><p></p><p>Be careful with this. I'm playing a druid right now and I'm convinced that we got the balance down pretty good. </p><p></p><p>The interesting thing we found with the druid's spell list is that it has a lot of restricted spells. That means a druid won't get a good chunk of them back with a 10-minute rest (unless he spends an AP). That's not insignificant.</p><p></p><p>I'm really enjoying Wild Shape, especially hybrid form, and I'm doing everything I can to break it. I even took a level of barbarian and often use rage + hybrid form but I still lag behind the fighter/barbarian. The druid doesn't have the BAB and feat slots needed to complete in damage output. The druid also has a larger demand on his ability scores and has to distribute them more evenly instead of loading up on strength.</p><p></p><p>Basically we are finding that the druid is a great support class. It can do a lot of things - melee, cast, heal, scout - but isn't going to eclipse any of the classes that are dedicated to a specific role. And that's exactly what we wanted.</p><p></p><p></p><p></p><p>That's a lot of reactions. Be prepared to have your fighters dodging every attack that comes their way.</p><p></p><p>I do like the Armor Training though. Wulf and I discussed (at length) giving fighters an Expert Armor Proficiency chain like we did for weapons. We could never really felt it was a strong ability though. Maybe we'll revisit it for the Players' Option book.</p><p></p><p></p><p></p><p>That's ok I guess if you don't allow sorcs. I know I would be making a specialist wizard with bonus spell slots though.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 5053639, member: 22103"] Cool ideas. I know we'll definitely include a turning damage variant in the Players' Option book. Be careful with this. I'm playing a druid right now and I'm convinced that we got the balance down pretty good. The interesting thing we found with the druid's spell list is that it has a lot of restricted spells. That means a druid won't get a good chunk of them back with a 10-minute rest (unless he spends an AP). That's not insignificant. I'm really enjoying Wild Shape, especially hybrid form, and I'm doing everything I can to break it. I even took a level of barbarian and often use rage + hybrid form but I still lag behind the fighter/barbarian. The druid doesn't have the BAB and feat slots needed to complete in damage output. The druid also has a larger demand on his ability scores and has to distribute them more evenly instead of loading up on strength. Basically we are finding that the druid is a great support class. It can do a lot of things - melee, cast, heal, scout - but isn't going to eclipse any of the classes that are dedicated to a specific role. And that's exactly what we wanted. That's a lot of reactions. Be prepared to have your fighters dodging every attack that comes their way. I do like the Armor Training though. Wulf and I discussed (at length) giving fighters an Expert Armor Proficiency chain like we did for weapons. We could never really felt it was a strong ability though. Maybe we'll revisit it for the Players' Option book. That's ok I guess if you don't allow sorcs. I know I would be making a specialist wizard with bonus spell slots though. [/QUOTE]
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