FormerlyHemlock
Hero
Nor do I--in a very generic sense; adapting to a non-static world. But if I signed up for AWESOME SHAPECHANGE ACTION, and then learn that shapechanging is crap (hyperbolically speaking) for levels X-Y and W-Z, I'm not going to be very happy. And as mentioned, these summoning shenanigans are external to the Moon Druid. They're part of Druid, sure, but almost nobody complains about the Land Druid being "OP" and they should have the same spell stuff (as I understand it).
Needing to adapt because your old tools can't solve all future *kinds* of problems is fine. Needing to adapt because your old tools no longer work for solving the *same* kinds of problems irks me. I expect vampires--magical, sentient undead--to require novel solutions, they're a long step above most previous fare. I don't expect ogres to require you to abandon the tools that worked just fine against orcs or what-have-you. The specific creatures aren't the point--the point is "big mean sack of HP" describes both, while "vampire" almost always entails things that other kinds of undead don't, much like "werewolf" entails things that many beasts, even magical beasts, don't.
I don't know about "complaints," but the druid (base class) is acknowledged as one of the two best summoner classes in the game in the guide here (http://community.wizards.com/forum/player-help/threads/4148541), tied with specialist Conjuror (wizard). So there's someone besides me out there who considers the druid to be already quite strong at the spell game before you even factor shapechanging into the equation.
I agree that if someone was expecting to play a druid as basically a fighter-in-Allosaur-form, they might not be happy at certain levels when their HULK SMASH move turns out to be weaker than the actual fighters against ogres-instead-of-orcs. If you had been critiquing strictly Moon Druid shapeshifting instead of Moon Druids I probably wouldn't have even opened my mouth, but I thought you were critiquing the whole package.
I think that makes for a very poor sense of balance in the context of an RPG. Telling the guy who plays a wizard "You're going to suck for the first six months of playing while the fighter guy shines" and the guy who plays a fighter "You're going to be awesome for the first six months of the campaign, and then you'll suck" won't make anyone very happy. Balance should be dealt with on a level-by-level basis, and any differentiation should be circumstantial. "You suck on the battlefield and excel in the courtroom" is a much more interesting type of balance.
This is an interesting assertion, and it's certainly one that 5E buys into: that classes need to be balanced on a moment-by-moment basis, instead of as a entire lifecycle that you buy into when you first generate the character. If you carry it to its logical conclusion, you'll see that all classes should therefore have the same resource mechanics too: "you'll be awesome for the hardest encounter of the day and then stink for all the rest" is the signature of a mid-level wizard who novas, which is bad both for him and for the fighter who gets to be consistently quite good at every fight but is outshone when the wizard novas. That's essentially the same dynamic as the LFQR mechanic you're criticizing except on a different timescale, and there are people who hate the fact that the wizard nova can happen. (That's the 5-minute adventuring day and half the "casters rule" debates there in a nutshell.)
At any rate, I take a global view of class power, so I personally don't find "you stink now but if you survive you'll be awesome" to be in any way un-fun, the way you said I should be. 5E doesn't do that anyway but if it did I wouldn't be upset.
Summoning has so far proven awful in actual gameplay. Like 'Okay, so I cast a summon spell. They act on "*rolls initiative*" about half a round from now.' 'Okay, the bad guys hit you. Check concentration.' '*roll* They all disappear'.
'Okay, this time I cast it before the combat. Then I switch into a dire wolf and they won't know which one is me, and it'll be great. *rolls initiative* Okay, I act on 20 and they're on 10. I charge up to attack. And get hit. And lose concentration. Before the summons act even once. Again.' 'If it's any consolation, I had three guys with AE in this combat, so at most they'd have gotten one attack off.' 'None'.
Huh. You play summoners very differently than I do. And your DM is much more fond of wizard artillery, I guess, if there are three Fireball casters in every combat. (The way I see it, if a wizard wastes a 3rd level spell killing off my wolf pack, he's down a 3rd level slot and I'm down a 3rd level slot, so we're even except that he wasted his spellcasting turn during combat and I expended mine before combat.) On playstyle: I'm more likely to hide in the woods and spellcast while my conjured wolfpack is tearing up the enemy. That's with my multiclassed Warlock/Lore Bard who admittedly has better non-concentration options than a Moon Druid does, but even if I were a druid I expect I'd be laying low and/or holding a bow and trying to look like an archer instead of a spellcaster, instead of charging into melee as the biggest wolf in the wolfpack and the most obvious target. And if I did have the same experience as you where "I act on a 20 and they're on a 10" my immediate reaction would just be, "Next time I'm going to hold my action". Different playstyles I guess.
It is definitely partially a player problem... Because dnd players hate giving up their turns to do nothing, and that was her other option.
Oh, yeah. That is definitely a playstyle difference. I have no problem whatsoever giving up my turn to Hold an Action, Hide, or Dodge. I'd rather give up a turn than give up HP and spell slots fighting on poor ground...
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