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Thread: Fixing Druids
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2011-01-07, 03:18 PM (ISO 8601)
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- Jul 2010
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- Boston, MA
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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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2011-01-07, 03:21 PM (ISO 8601)
- Join Date
- Feb 2007
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.Marut-2 Avatar by Serpentine
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2011-01-07, 05:02 PM (ISO 8601)
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- Jul 2010
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- Boston, MA
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Re: Fixing Druids
How about limiting them to 6th level spells and giving them a bard's spell progression?
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2011-01-07, 05:05 PM (ISO 8601)
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- Oct 2009
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- Redmond, WA
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2011-01-07, 05:21 PM (ISO 8601)
- Join Date
- Jun 2010
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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2011-01-07, 05:48 PM (ISO 8601)
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- Jul 2010
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- Boston, MA
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Re: Fixing Druids
How far would removing natural spell go?
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2011-01-07, 05:53 PM (ISO 8601)
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- Jul 2005
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- Newcastle, Australia
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Re: Fixing Druids
Last edited by Leon; 2011-01-07 at 05:55 PM.
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2011-01-07, 06:31 PM (ISO 8601)
- Join Date
- Jun 2010
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.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
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2011-01-08, 01:12 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Antwerp
- Gender
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2011-01-09, 01:07 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Dinosaur Museum aw yisss.
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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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2011-01-09, 09:55 PM (ISO 8601)
- Join Date
- Jan 2009
Re: Fixing Druids
. . . fixing them would sure put a stop to them reproducing.
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