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Thread: Fixing Druids

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    MindFlayer

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    Default Fixing Druids

    How have people done this in their games? I was thinking that instead of taking on a animals ability scores when wildshaping you could instead take on their ability scores -10 for an even score and -11 for an odd score. I was also thinking of getting rid of the animal companion. Would this be too much? Not enough (they are still full casters)?

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    Default Re: Fixing Druids

    The shapeshift druid variant in PHB2 gives them "generic animal forms"- reducing the power of the trait to a more managable level.

    Removing or limiting animal companions would probably bring them into "ordinary high level caster" territory- rather than them being a caster with a fighting buddy, who can both hit harder than many melee classes.
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    Default Re: Fixing Druids

    How about limiting them to 6th level spells and giving them a bard's spell progression?

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    Default Re: Fixing Druids

    Quote Originally Posted by B1okHead View Post
    How about limiting them to 6th level spells and giving them a bard's spell progression?
    Probably would bring them down to Tier 3. High or low Tier 3 would depend if they got to keep wildshape/animal companions or not.

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    Default Re: Fixing Druids

    I don't suggest reducing Druid casting if you don't intend to do the same with the other casting classes (giving them class features, of course). Giving them Shapeshift variant (with or without animal companion is up to you) would put them more in line with other full casters. Of course, a few animal companions (eg, Fleshraker) should be banned.

    Full casters don't need fixing, the spells do. If you play them with a supportive role and avoid becoming DroodZilla by selecting spells that help the other characters instead of murderising everything with your ungodly powers, Druids are ok.

    The main problem with Druids is that they become overpowered with a bit of optimization, and downright broken if seriously optimized.

    In the end, it all depends on the game itself. In a high powered game, Druids are ok. In a medium powered game (tier 3 ish), then all full caster are overpowered.
    Last edited by Dead_Jester; 2011-01-07 at 05:23 PM.
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    Default Re: Fixing Druids

    How far would removing natural spell go?

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    Default Re: Fixing Druids

    Quote Originally Posted by B1okHead View Post
    How far would removing natural spell go?
    A long way.
    Being a Full caster is powerful, being a nasty natural combat beast is powerful - doing both at the the same is way overpowered.

    So a means to limit that by making you choose between combat form and casting is a good balance.
    Last edited by Leon; 2011-01-07 at 05:55 PM.
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    Default Re: Fixing Druids

    Actually, it really depends on the level of optimization we're talking about here. A druid can "easily" get full wizard casting early with 3 feats.
    Last edited by Dead_Jester; 2011-01-07 at 06:32 PM.
    The Age of Warrior, a ToB expansion.

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    Default Re: Fixing Druids

    Quote Originally Posted by Dead_Jester View Post
    Actually, it really depends on the level of optimization we're talking about here. A druid can "easily" get full wizard casting early with 3 feats.
    Mind explaining if you've got the time? I've never built a druid and don't know much about them.

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    Default Re: Fixing Druids

    I like homebrewing or tracking down more specific Druid variants - like a Magma or Plant Druid, or maybe a sort of Feral Druid or Elemental, or a Reptile Druid or... You know, that sort of thing. Mostly overpoweredness isn't a problem in my game, but I have asked people wanting to play one before if they would avoid using Natural Spell.

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    Default Re: Fixing Druids

    . . . fixing them would sure put a stop to them reproducing.

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