Psyren
2023-07-20, 07:21 PM
Earlier this week, Treantmonk put out a lengthy video (https://www.youtube.com/watch?v=1BKigQlJiCI) about the latest playtest druid, paying particular attention to the new wild shape and new moon subclass. Overall he agreed it was a step in the right direction, but that its issues with scaling and dwindling choice at high levels haven't been solved yet:
To illustrate the scaling problems, he did a few calculations to show how even with the most recent buffs, the new moon druid still starts falling behind other martials at about level 7 or so (due to the higher forms' poor attack bonuses):
Damage Level 3 (Brown Bear):
65%x19=12.35
5%x11.5=0.58
DPR 12.93 (Baseline 7.65, 69% above baseline; identical to 2014 moon druid)
Damage Level 7 (Cave Bear): (assumes Charger feat and +d8 from primal strikes)
65%x30.5=19.82
5%x20.5=1.03
88%x4.5=3.96
DPR 24.81 (Baseline 16.50, 50% above baseline. At this point, Champion Fighter w/ PAM/GWM/Glaive is at ~31 and Berserker Barb is at ~39.)
Damage Level 13 (Stegosaurus):
45%x30.5=13.72
5%x25.5=1.28
45%x4.5=2.03
DPR 17.03 (Baseline 26.50, 36% below baseline. At this point, Champion Fighter w/ PAM/GWM/Glaive is at ~43 and Berserker Barb is at ~54.)
Now to be totally fair, I believe this is just the druid's attacks and doesn't include Moonbeam-dragging, so there's some potential upside being overlooked here.
The other issue that the scaling causes is the reduction in variety. As you level, you need to upgrade your forms to have a prayer of keeping up (which, as noted above, you fail to do anyway) - and as you do so, the variety of animals drops considerably. For example, the highest (beast) Spider is CR 2, so if you want to be a Spider Druid you get to eat a nice hot fudge sundae except it's not fudge.
He had an idea to fix this that I thought might satisfy both template and statblock fans, and whose simplicity really appealed to me, so I thought I'd share it here to get people's thoughts. The short version goes like this:
- Moon Druid keeps its proposed level 3 features (forms up to CR 1, AC, THP, abjuration spells, Moonbeam.)
- Moon forms never scale higher than CR 1. Instead, there's an ability at level 6 that enables the attacks and abilities of these forms to continue scaling independently instead - e.g. you get to add your proficiency bonus to the beast's attacks and opposed ability checks, or your Wis mod to their damage, or maybe even both. It could also be based on your druid levels if you really want to keep moon druids straight-classed. This ability being at 6 will also help curtail dips.
- If the beast has an ability in its statblock with a save DC, e.g. a giant spider's web or snake's venom, the DC of that ability scales too, e.g. with your original form's spell DC.
- If needed, the offensive scaling can be reduced or even disabled entirely for Tiny forms, to avoid Killer Rabbit Rat problems.
- Revert to them needing to have seen the beast before if it's not present in Basic/core, or forbid turning into specific individuals etc. This one isn't a huge deal, but I'm guessing it will save DMs some unique headaches down the road. (https://www.dndbeyond.com/monsters/360961-onyx)
This would provide the variety and utility of statblocks, with the scaling and power of templates. This would also help to future-proof design, as the devs would only need to worry about any new beasts they create being available to PCs if they're CR 1 and lower.
TL;DR: Keep Moon Druids at CR 1 or less, which offers the greatest possible animal variety, and let their attacks (to-hit and damage) scale up from there - either keying off PB, Wis, a progression based on druid level, or some combination.
Thoughts?
To illustrate the scaling problems, he did a few calculations to show how even with the most recent buffs, the new moon druid still starts falling behind other martials at about level 7 or so (due to the higher forms' poor attack bonuses):
Damage Level 3 (Brown Bear):
65%x19=12.35
5%x11.5=0.58
DPR 12.93 (Baseline 7.65, 69% above baseline; identical to 2014 moon druid)
Damage Level 7 (Cave Bear): (assumes Charger feat and +d8 from primal strikes)
65%x30.5=19.82
5%x20.5=1.03
88%x4.5=3.96
DPR 24.81 (Baseline 16.50, 50% above baseline. At this point, Champion Fighter w/ PAM/GWM/Glaive is at ~31 and Berserker Barb is at ~39.)
Damage Level 13 (Stegosaurus):
45%x30.5=13.72
5%x25.5=1.28
45%x4.5=2.03
DPR 17.03 (Baseline 26.50, 36% below baseline. At this point, Champion Fighter w/ PAM/GWM/Glaive is at ~43 and Berserker Barb is at ~54.)
Now to be totally fair, I believe this is just the druid's attacks and doesn't include Moonbeam-dragging, so there's some potential upside being overlooked here.
The other issue that the scaling causes is the reduction in variety. As you level, you need to upgrade your forms to have a prayer of keeping up (which, as noted above, you fail to do anyway) - and as you do so, the variety of animals drops considerably. For example, the highest (beast) Spider is CR 2, so if you want to be a Spider Druid you get to eat a nice hot fudge sundae except it's not fudge.
He had an idea to fix this that I thought might satisfy both template and statblock fans, and whose simplicity really appealed to me, so I thought I'd share it here to get people's thoughts. The short version goes like this:
- Moon Druid keeps its proposed level 3 features (forms up to CR 1, AC, THP, abjuration spells, Moonbeam.)
- Moon forms never scale higher than CR 1. Instead, there's an ability at level 6 that enables the attacks and abilities of these forms to continue scaling independently instead - e.g. you get to add your proficiency bonus to the beast's attacks and opposed ability checks, or your Wis mod to their damage, or maybe even both. It could also be based on your druid levels if you really want to keep moon druids straight-classed. This ability being at 6 will also help curtail dips.
- If the beast has an ability in its statblock with a save DC, e.g. a giant spider's web or snake's venom, the DC of that ability scales too, e.g. with your original form's spell DC.
- If needed, the offensive scaling can be reduced or even disabled entirely for Tiny forms, to avoid Killer Rabbit Rat problems.
- Revert to them needing to have seen the beast before if it's not present in Basic/core, or forbid turning into specific individuals etc. This one isn't a huge deal, but I'm guessing it will save DMs some unique headaches down the road. (https://www.dndbeyond.com/monsters/360961-onyx)
This would provide the variety and utility of statblocks, with the scaling and power of templates. This would also help to future-proof design, as the devs would only need to worry about any new beasts they create being available to PCs if they're CR 1 and lower.
TL;DR: Keep Moon Druids at CR 1 or less, which offers the greatest possible animal variety, and let their attacks (to-hit and damage) scale up from there - either keying off PB, Wis, a progression based on druid level, or some combination.
Thoughts?