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General Tabletop Discussion
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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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<blockquote data-quote="Erechel" data-source="post: 7163487" data-attributes="member: 6784868"><p>Yes, I've DMed a lot of druids. Almost one per table, since I've started playing. And I'm convinced that the utility of wildshaping wildly surpasses the combat utility, because creatures with climbing speed, flying speed, stealth, or swimming speed are always useful. You also avoid the "infinite HP" problem of 20th level. Also, if the character and the beast share HP, the druid don't die because the creature it became has less HP and drops to 0. It only reverts to its true form with injuries. If you change to rat form, you can infiltrate almost everywhere, escape any foe, climb, etc. You don't need also extra HP. If you are a moon druid, you can also change to very powerful monsters (like the Mammoth), which can actually impale foes, carry all the loot and your companions and their mothers too, and withstand harsh winter conditions. 24 Strength is no joke. You don't really need as many as 126 temporary Hit Points as a bonus action at level 18, or 76 at level 12 (elephant). </p><p></p><p>About the second feature, I guess you are thinking only about combat utility (dinosaurs etc.). I'm thinking about the same things that compels a wizard to go to a library in a big city: observing carefully the beasts and their behavior, studying their reactions, etc. A druid may actually <em>want</em> to go study dinosaurs because he want to go there. Or dolphins, because water speed is fun. Or morsels. I don't believe that your world is actually only populated by MM animals. My druid characters became bulls long prior to the VGTM, or paradise birds, or cockroaches or yararás, or black widows. </p><p></p><p>Also, studying a creature isn't the same as fighting it. This way, you don't become an axe beak after fighting one, you became one after studying an axe beak moving in nature.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7163487, member: 6784868"] Yes, I've DMed a lot of druids. Almost one per table, since I've started playing. And I'm convinced that the utility of wildshaping wildly surpasses the combat utility, because creatures with climbing speed, flying speed, stealth, or swimming speed are always useful. You also avoid the "infinite HP" problem of 20th level. Also, if the character and the beast share HP, the druid don't die because the creature it became has less HP and drops to 0. It only reverts to its true form with injuries. If you change to rat form, you can infiltrate almost everywhere, escape any foe, climb, etc. You don't need also extra HP. If you are a moon druid, you can also change to very powerful monsters (like the Mammoth), which can actually impale foes, carry all the loot and your companions and their mothers too, and withstand harsh winter conditions. 24 Strength is no joke. You don't really need as many as 126 temporary Hit Points as a bonus action at level 18, or 76 at level 12 (elephant). About the second feature, I guess you are thinking only about combat utility (dinosaurs etc.). I'm thinking about the same things that compels a wizard to go to a library in a big city: observing carefully the beasts and their behavior, studying their reactions, etc. A druid may actually [I]want[/I] to go study dinosaurs because he want to go there. Or dolphins, because water speed is fun. Or morsels. I don't believe that your world is actually only populated by MM animals. My druid characters became bulls long prior to the VGTM, or paradise birds, or cockroaches or yararás, or black widows. Also, studying a creature isn't the same as fighting it. This way, you don't become an axe beak after fighting one, you became one after studying an axe beak moving in nature. [/QUOTE]
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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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