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DaveDash

Explorer
@emdw45 All very good points.

I've been arguing for a while that Archery by itself is superior to melee for the simple reason they can hide behind full cover, pop out, shoot, then return to full cover.

Then on top of that Fighters and Rangers get a +2 bonus, and with feats they basically get all their weaknesses taken away.

The solution really for me is to take away the "Ignores Cover" rule from Sharpshooter and return Crossbow Expert to having disadvantage in melee. I haven't play tested this but for my purposes that adds a bit of tactical decision making back to archers by making them actually have to think about positioning and such, instead of just being the equivalent of shooting lazer sniper rifles from far away with no consideration to tactics.

When their attack bonus isn't so high due to having to fire into cover all the time, and they might have to spend turns dashing (just like melee does) to get out of the reach of enemy combatants, they just might have to use their brains a bit more when it comes to choosing the -5/+10 option.
 

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No, it shouldn't. What it should do is focus on the druid's other abilities that give them increased tactical choices so that they still have options when their main focus fails to be of use. Otherwise, you have the one-trick-pony problem that made the Monk a bad class in 3E.

You've pulled off a Hat Trick of wrongness here:

1) You don't get to tell people who have expressly selected an archetype that they are playing their character wrong. You don't get to tell a Paladin player that he isn't playing skilled when he chooses to lead from the front as the valorous knight who charges headlong into glory when faced with insurmountable odds. That is the archetype the player has chosen. Courage and valor over shrewdness and pragmatism. And in this case, you don't get to the "Nature is red in tooth and claw" Circle of the Moon druid that they're playing their shape-changing, mix-it-up-in-melee Druid archetype wrong.

I know Gygaxian skilled play seeps into all manner of gaming agendas as a priority. But if it subordinates player protagonism, you better let them know up front because if you establish a game where Paladins should be retreating or subordinating valor to pragmatism or Moon druids should be subordinating wetting their fangs and claws to metagame, strategical needs (that are supposed to make up for the system's deficiencies with respect to their archetype's capabilities at varying levels of play)...then you should (rightly) expect some blow-back.

2) The post that was being responded to was specifically talking about "shapechange losing its punch" at various levels of play but the "net loss of punch" being made up for by summoning spells which augment a moon druid's red in tooth and claw-ness. It wasn't talking about a Moon Druid just "sucking it up and taking it on the chin" by eschewing its archetype for level x - y. It was referring to summoning spells as the means to augment shapechanging melee druids such that their gross output is in-line...and their "red in tooth and claw" shtick still being legitimate.

The post that was responding to that was relaying play experience that disputed that augmentation (due to D&D's initiative cycle, action economy, and 5e's concentration mechanics). Hence, the original point that the "red in tooth and claw" archetype waxes and wanes throughout the levels.

3) The problem with the Monk in 3e had absolutely 0 to do with it being a one-trick-pony. The problem with the Monk in 3e is very well documented (and lived through with people like me who ran a game for multiple Monk players throughout the levels):

a) Monks suffered terribly from MAD. They needed good Str (to hit and damage). They needed Dex (AC and Reflex). They needed Con (HP and Fort). Meanwhile, Wisdom fueled all monk-related abilities (plus AC again and Will). Pretty much all other classes could easily get away with 2 scores (sometimes almost 1).

b) Monks were supposed to be a melee skirmisher, dashing into combat, delivering a big payload and dashing out. Unfortunately for them, due to crappy 3.x full attack action economy for martial characters, their best offensive ability (Flurry and their unique attack rate) can't be used with their archetypical skirmisher benefit (Fast Movement). Further, as a class that is expected to mix it up in melee (as martial arts masters), they get 3/4 BAB (WTF?) and d8 Hit DIce. Unlike clerics, they don't get armor and self-buffing abilities to make up for their BAB/HP deficiencies.

c) They have terrible class abilities that either come way too late, are just plain crap (Purity of Body doesn't affect magical diseases...which is pretty much the only diseases that matter.../facepalm) or are utterly outclassed by other class analogues. Quivering Palm, their signature/capstone offensive ability, requires a successful attack roll and a moderately low Fort save (good luck finding many of those at the level you're getting the ability), can't be used on five types of creatures, and is only usable once a week. Just awful.

d) There is plenty of other stuff that is magic item related (dearth of means for weapon enhancements thus lowering to-hit and damage by comparison to other martial characters) and skill related (their setup doesn't synergize well as any functional niche in a group setting).

In summation, the 3.x Monk terribleness had nothing to do with being a one-trick-pony. Ironically, a hefty portion of the 3.x Monk's problem had to do with lack of proper synergy between archetypical class abilities (which sounds familiar!).
 

You've pulled off a Hat Trick of wrongness here:

You really are saying that to the wrong person, given the entirety of your post. Honestly, if I pulled off a hat trick of it, you managed to be the dictionary definition.

1) You don't get to tell people who have expressly selected an archetype that they are playing their character wrong. You don't get to tell a Paladin player that he isn't playing skilled when he chooses to lead from the front as the valorous knight who charges headlong into glory when faced with insurmountable odds. That is the archetype the player has chosen. Courage and valor over shrewdness and pragmatism. And in this case, you don't get to the "Nature is red in tooth and claw" Circle of the Moon druid that they're playing their shape-changing, mix-it-up-in-melee Druid archetype wrong.

That would be nice... except that I at no time claimed that you shouldn't be able to maintain your main schtick or make it work. See, you were blaming the class system for what you now claim is personal choice in how to play the class. I merely responded to a single sentence that I thought summed up the entire problem, given you were discussing class design.

Keep in mind you were discussing class abilities and potential problems with having the base class ability synergize with the abilities of a subclass when I responded to your post. That is what I was responding to. As such, you just basically argued that the items you cited as mechanics problems in your prior post are actually player choice problems.

Given you are now saying it is how you choose to play the class when you had previous said, and I quote, "I don't think that is the player's fault. That is a system issue." Well, it kinda makes it look like you are intentionally changing your stance to fit whichever suits your purposes and make it difficult to argue with you instead of addressing the merits of the system the moment someone disagreed with you on system design. That may not be what was intended, but that's how it looks from my end.

So, yes, I am saying you are wrong to even use this stance as a defense, given the post I responded to was blaming the issue on the system itself. The nature of my reply easily responded to the system side of things.

I know Gygaxian skilled play seeps into all manner of gaming agendas as a priority. But if it subordinates player protagonism, you better let them know up front because if you establish a game where Paladins should be retreating or subordinating valor to pragmatism or Moon druids should be subordinating wetting their fangs and claws to metagame, strategical needs (that are supposed to make up for the system's deficiencies with respect to their archetype's capabilities at varying levels of play)...then you should (rightly) expect some blow-back.

Should I also rightly expect some blowback for expecting players to be able to adapt to situations at hand? Like, say, when they can't melee combat at all and need to rely on ranged tactics? Or when they're dealing with a room too small to use AoE spells? Or dealing with enemies who close to melee range when the character is normally adept at being ranged? Because if you think so, then yes... you are probably playing your character wrong through simple crippling overspecialization.

Adaptability was the point of my post in relation to the system itself.

2) The post that was being responded to was specifically talking about "shapechange losing its punch" at various levels of play but the "net loss of punch" being made up for by summoning spells which augment a moon druid's red in tooth and claw-ness. It wasn't talking about a Moon Druid just "sucking it up and taking it on the chin" by eschewing its archetype for level x - y. It was referring to summoning spells as the means to augment shapechanging melee druids such that their gross output is in-line...and their "red in tooth and claw" shtick still being legitimate.

The post that was responding to that was relaying play experience that disputed that augmentation (due to D&D's initiative cycle, action economy, and 5e's concentration mechanics). Hence, the original point that the "red in tooth and claw" archetype waxes and wanes throughout the levels.

And you pretty much invalidated that point by claiming that playing that way is player choice, up above. After all, since it is player choice, you don't get to tell people who have expressly selected an archetype that they are playing their character wrong. You don't get to tell a Paladin player that he isn't playing skilled when he chooses to lead from the front as the valorous knight who charges headlong into glory when faced with insurmountable odds. That is the archetype the player has chosen. Courage and valor over shrewdness and pragmatism. And in this case, you don't get to the "Nature is red in tooth and claw" Circle of the Moon druid that they're playing their shape-changing, mix-it-up-in-melee Druid archetype wrong.

3) The problem with the Monk in 3e had absolutely 0 to do with it being a one-trick-pony. The problem with the Monk in 3e is very well documented (and lived through with people like me who ran a game for multiple Monk players throughout the levels):

a) Monks suffered terribly from MAD. They needed good Str (to hit and damage). They needed Dex (AC and Reflex). They needed Con (HP and Fort). Meanwhile, Wisdom fueled all monk-related abilities (plus AC again and Will). Pretty much all other classes could easily get away with 2 scores (sometimes almost 1).

b) Monks were supposed to be a melee skirmisher, dashing into combat, delivering a big payload and dashing out. Unfortunately for them, due to crappy 3.x full attack action economy for martial characters, their best offensive ability (Flurry and their unique attack rate) can't be used with their archetypical skirmisher benefit (Fast Movement). Further, as a class that is expected to mix it up in melee (as martial arts masters), they get 3/4 BAB (WTF?) and d8 Hit DIce. Unlike clerics, they don't get armor and self-buffing abilities to make up for their BAB/HP deficiencies.

c) They have terrible class abilities that either come way too late, are just plain crap (Purity of Body doesn't affect magical diseases...which is pretty much the only diseases that matter.../facepalm) or are utterly outclassed by other class analogues. Quivering Palm, their signature/capstone offensive ability, requires a successful attack roll and a moderately low Fort save (good luck finding many of those at the level you're getting the ability), can't be used on five types of creatures, and is only usable once a week. Just awful.

d) There is plenty of other stuff that is magic item related (dearth of means for weapon enhancements thus lowering to-hit and damage by comparison to other martial characters) and skill related (their setup doesn't synergize well as any functional niche in a group setting).

In summation, the 3.x Monk terribleness had nothing to do with being a one-trick-pony. Ironically, a hefty portion of the 3.x Monk's problem had to do with lack of proper synergy between archetypical class abilities (which sounds familiar!).

A) They were no more MAD-dependent than the Paladin, which would typically need at least Str, Con, Cha, and Wis. MAD was a constant problem in 3E, and part of why Pathfinder revised several classes (including both the Paladin and the Monk).

B) Monks were only 3/4ths BAB if you never used their primary class feature. You know, Flurry of Blows? The only class ability in the core book that allowed 5 attacks per round of combat? Complaining about this is like complaining the wizard does poor damage simply because you refuse to use spells.

C) The abilities all relate to being an unarmed striker. Immunity to disease? Well, take a look at the disease examples given. Quivering Palm? Take a look at some martial arts movies; it's basically a killing punch move ripped from any number of them. The AC bonus and entire section of the chart devoted to unarmed damage? Well, those make it pretty obvious... It's that one-trick-pony problem I was talking about. The 3E monk was designed to be an unarmed martial artist and everything about the class is designed along those lines.

D) Their functioning niche is Asian-style martial artist that replicates what is seen in fantastic martial arts films. The resulting class does that very well. It just doesn't work well in a DnD-style setting.

So, yes, it very much is the one-trick-pony problem. In this case, the single trick is "I'm good at unarmed martial arts!"
 
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EzekielRaiden

Follower of the Way
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.

Yeah if I was critiquing the whole package, I'd have said so--"Moon Druid" means Moon (druid) to me, not Druid (who incidentally has the Circle of the Moon).

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.)

Yeah again I feel you are taking the statement as dramatically more than it's actually saying. There's an excluded middle between "entire lifecycle" balance and "moment-by-moment" balance. I'm okay with, for example, the fact that getting a new level of spells means spellcasters get a (modest) jump in power. That's a simple consequence of the discontinuous nature of D&D levelling curves; it's impossible for them to be perfectly smooth. I also don't think that everyone has to be on identical resources (and certainly not "alpha strike, then barebones"). But such differences need to be planned for, and need to consider typical patterns of behavior--precisely like the "alpha strike," which is a natural consequence of having potent abilities that expend limited resources. 13th Age, for example, pushes against that natural consequence with its Escalation Die--an early nova is at a substantial risk of failure, so there is now a push back against the "early nova hits the most things hardest with less waste" logic that favors alpha striking.

The only issue with having different resource schedules is making really really sure that the actual agency of players remains comparable over many sessions and a variety of common play-situations, and that the (again, actual) quantity of effect/success obtained over the course of any randomly-selected session is comparable between schedules. No matter what you do, there will always be sessions where the Fighter is awesome and the Wizard blows chunks; or sometimes summoning is stupidly useful(/OP, depending on one's perspective) and other times it's not, as keterys demonstrated. But that doesn't mean you can't prepare for commonly-encountered scenarios, nor that you can't use statistical analysis to predict the amount of various numerical impacts to some degree.

And "actual" should be taken as "observed over numerous playtests with competent, non-team playtesters who know that playtesting is work and actively push to find both the system baseline and its weaknesses." The PF and Next playtests were not, in any way shape or form, sufficient--despite the volume of playtesters, the conduct of the playtests and the lack of rigor (whether in math, question design, or playtester attitude) fell...short of the mark.

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.

Part of the bigger problem, though, is what archetypes get access to that kind of thing. There really, truly are people who love tinkering and mechanical widgets, but don't care for the fluff baggage that "caster" brings.

I also think that the suck now/rule later, rule now/suck later dichotomy is something of a specialized taste--IMO, a cooperative game should (more or less) keep everyone equally "involved" and equally equipped to "make a difference" (again: more or less, not perfectly), unless and until the players specifically buy into the notion that they shouldn't. That is, I see the "planned transcendence/obsolesence" style as being a bit too specific a flavor for it to be the core of the game. Something optional, easily-implemented, in no way denigrated, and present in the core books? Sure. But not the default, because people play D&D to play together, not to be Superman and His Pal Jimmy.

[...]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.

Wait...so...you're saying you go into the "I'm a bear, rawr!" subclass with the express intention of being a back-rank spellflinger/archer?

Yeah, I definitely think there's a playstyle difference here. I'm terribly confused as to why you would play a Moon Druid if you're planning to rely on your spells so heavily and avoid direct combat like the plague...
 
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I also think that the suck now/rule later, rule now/suck later dichotomy is something of a specialized taste--IMO, a cooperative game should (more or less) keep everyone equally "involved" and equally equipped to "make a difference"...

Yeah, I definitely think there's a playstyle difference here. I'm terribly confused as to why you would play a Moon Druid if you're planning to rely on your spells so heavily and avoid direct combat like the plague...

Responding separately to these two points..

Actively managing play to ensure everybody "makes a difference" is one potential option. It's not the only one. Two alternatives occur: you could let the players self-manage (i.e. retire a character and make a new one as desired), and provide an XP table which allows the new character to catch up (nearly). Or, you could allow multiclassing to advance in both classes simultaneously, so that a character gains a lifetime profile which is similar to both. 5E implements #1, AD&D does #1 and #2. (I'm not sure if we're still talking about AD&D at this point or if we're talking general game design.)

"Avoid like the plague mixing direct combat and summoning at the same time," you mean. Use the right tool for the right foe. Shapechange recharges on a short rest and is a fairly rigid resource (use it or lose it). I'd use that on easier fights to get the party through the encounter at a low net resource cost; or I would use it for mobility while scouting; or I would use it for mobility during combat (e.g. while maintaining Call Lightning). Spell slots are long-rest and flexible, and any that you don't use can be banked as Goodberries for tomorrow; I'd use spells for the tougher fights, or if I wanted to save my shifting for later scouting or an elemental form. Different resources get managed separately, and that's an advantage--in precisely the same way that an AD&D fighter/mage benefits from being able to wade into combat OR cast spells. Playstyle difference: I'm calculating, not emotive, and I play stingy.
 

EzekielRaiden

Follower of the Way
Responding separately to these two points..

Actively managing play to ensure everybody "makes a difference" is one potential option. It's not the only one. Two alternatives occur: you could let the players self-manage (i.e. retire a character and make a new one as desired), and provide an XP table which allows the new character to catch up (nearly). Or, you could allow multiclassing to advance in both classes simultaneously, so that a character gains a lifetime profile which is similar to both. 5E implements #1, AD&D does #1 and #2. (I'm not sure if we're still talking about AD&D at this point or if we're talking general game design.)

Neither of these alternatives are even remotely acceptable to me, for reasons I already stated. #1 says, "Shame on you for liking the Fighter archetype. You should like archetypes that are more powerful--play those if you want to be effective." (Hyperbolic to be sure, but that's the gist--abandon your preferences if you want to be effective.) The second is almost as bad; "sure, you can be a Fighter, but if you want to be effective you'll end up being a Wizard too," not that it needs to be specifically Fighter and Wizard, it could be any pair of classes where one loses agency and effectiveness over time while the other gains it.

Again: "planned obsolescence," and its nastier sibling "planned transcendence," always comes across as bad game design, punishing people who like certain kinds of flavor and rewarding others (either for their preferences, or their ability to ignore preferences).

Playstyle difference: I'm calculating, not emotive, and I play stingy.

Yeah, that's...yeah. I'm of the opinion that people should be free to play emotively because being calculating only makes a difference between whether you use your tools poorly or well, not whether you get poor or good tools in the first place. Rewarding the calculating (and, by extension, punishing the emotive) is also something I consider "bad game design," because it drives away players and seems inherently backward for a game that's all about pretending to be someone with pointy ears and a superiority complex. :p
 

Hussar

Legend
/snip

Playstyle difference: I'm calculating, not emotive, and I play stingy.

Yeah, that's...yeah. I'm of the opinion that people should be free to play emotively because being calculating only makes a difference between whether you use your tools poorly or well, not whether you get poor or good tools in the first place. Rewarding the calculating (and, by extension, punishing the emotive) is also something I consider "bad game design," because it drives away players and seems inherently backward for a game that's all about pretending to be someone with pointy ears and a superiority complex. :p

But, that's not what's being said here. THere's nothing inherently wrong with the summoning mechanics. They work pretty well and, because of concentration, they mean that you can't start summoning armies. That's a good thing. But, because of the concentration mechanics, they don't work particularly well with a melee character. That's not good or bad tools, that's simply a tool with a limitation. Punishing poor tactics is a good thing in a game that does feature a great deal of tactical combat. Running off by yourself against three opponents gets you killed. That's a good thing because, otherwise, we're playing with foam bats. There's never really any real danger because every option is "good".

The game is telling you, if you want to have summoned allies in this fight, it's probably better if you step back a bit. And I do mean a bit. In Keterys' example, all the druid had to do was miss a single round of combat and her tactics are fine. And, not every first round either. Only those first rounds where she wins initiative, which is a 50:50 proposition at best. Considering that by the time you are casting summon nature's ally, your shape change is a bonus action, there's also no particular reason to change into a wolf before combat. Why not summon and stay human and see how things shape up. There, now you no longer give up your first round of combat. First round, drop another spell and then change into a wolf to fight beside your summons.

There's a million and one ways to make this tactic viable. Charge first and damn the torpedoes just happens not to be one of them.
 

@Nergal Pendragon, I truthfully can't parse your post or how you've come to the conclusion that my position changed in the span of those two posts. And I don't think you've understood my position nor do I agree with you at all on what makes the 3.x monk so terrible. I don't think either of us are interested in rephrasing or clarifying our respective positions, so lets just be chums, I'll toss you some xp and we can both be on our merry way :)

But, that's not what's being said here. THere's nothing inherently wrong with the summoning mechanics. They work pretty well and, because of concentration, they mean that you can't start summoning armies. That's a good thing. But, because of the concentration mechanics, they don't work particularly well with a melee character. That's not good or bad tools, that's simply a tool with a limitation. Punishing poor tactics is a good thing in a game that does feature a great deal of tactical combat. Running off by yourself against three opponents gets you killed. That's a good thing because, otherwise, we're playing with foam bats. There's never really any real danger because every option is "good".

The game is telling you, if you want to have summoned allies in this fight, it's probably better if you step back a bit. And I do mean a bit. In Keterys' example, all the druid had to do was miss a single round of combat and her tactics are fine. And, not every first round either. Only those first rounds where she wins initiative, which is a 50:50 proposition at best. Considering that by the time you are casting summon nature's ally, your shape change is a bonus action, there's also no particular reason to change into a wolf before combat. Why not summon and stay human and see how things shape up. There, now you no longer give up your first round of combat. First round, drop another spell and then change into a wolf to fight beside your summons.

There's a million and one ways to make this tactic viable. Charge first and damn the torpedoes just happens not to be one of them.

Here is the problem I have with this though Hussar. The position was taken that the melee spec Druid wanes during a certain level period. The rejoinder to that was "well, right on cue, this thematic suite of resources comes online to augment the melee spec druid." The rejoinder to that was "this thematic suite of resources that comes online to allegedly augment the melee spec druid doesn't actually augment the melee spec druid because of the way general resolution mechanic x and/or y interfaces with the melee spec druid M.O." The rejoinder to that was "you're playing your (melee spec) druid wrong...because you're playing it as a melee spec druid..."

You don't see the problem with that?

What if we changed the situation to be a Paladin and traded out the following:

Claws/Fangs
for Sword and Shield
Summoning for Smite Evil (and this was maintained by the Concentration mechanic)

All of a sudden the Paladin character who is wading into melee and attempting to lay the holy smack-down is playing poorly and should be pulling out the bow and plinking arrows with Smite Evil because the game's mechanics don't agree with his shtick?
 

keterys

First Post
In Keterys' example, all the druid had to do was miss a single round of combat and her tactics are fine.
Just so we're clear, though, that would have resulted in the summons only getting a single attack before she failed the Concentration. So, -1 attack from her, +3 attacks from her 3 (I think it was 3, I could be wrong) wolves. But, also no advantage and sneak attack for the fighter-rogue potentially (I don't know if he needed her help for those or not).

So, probably slightly better, maybe, but not a lot better. Certainly not worth the spell slot, in this instance.

But, again, the problem is partially this adventure. There's no combat where summons would have been all that great an option. The first might have been the best, but only because I counterspelled the guy who cast insect plague to fill the inn that a caster could hide in. There weren't any woods to hide in, and really her character is fairly weak in any "hide in the woods" setup.
 

Gadget

Adventurer
Forgive me Manbearcat, I thought the assertion was that a Moon Druid's beast form wanes during certain levels, to which the answer was that this is when the summoning kicked in and started to become powerful and fill the gap. If someone wants to play a Moon Druid as a Barbarian with the beast form ability filling in for the Rage, then that is another issue. A Moon Druid is still a full caster with 9th level spells as a major feature of the class. Just because they also have an ability that makes them quite adept at melee for a particular level spread does not mean that this is the major schtick of the class (at least for combat, there is still quite a bit of utility in the different forms) and should be played as 'raw I'm wolverine!'. So I doubt that the whole 'melee druid' thing is something that should be particularly effective all the time. A melee fighter (with ranged attacks as a back up for certain situations), sure.
 

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