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One D&D Playtest Review: Paladin & Druid 

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28 сен 2024

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@karsten69
@karsten69 Год назад
Expanding on Monty's idea of a limited number of wild shapes know, I propose a flora form. You could have vines that could suck out nutrients if you're grappling an enemy, healing you for 1d4 damage, you'd get an innate speak with plants while transformed and you could get a bonus to stealth if you don't move.
@DominoPivot
@DominoPivot Год назад
You should read the spell *Guardian of Nature* which isn't exactly what you described but pretty close :)
@muditjohar5323
@muditjohar5323 Год назад
I agree with what u said. I understand balancing the Druid health bar but the fun part for Druid was the adaptability of nature and losing that would hurt greatly
@galion1991
@galion1991 Год назад
They should still add temp hp or something to the moon druid combat wild shape.
@sambirch5153
@sambirch5153 Год назад
@@galion1991 yes, and the temp hp can scale with druid level
@paulharrison2557
@paulharrison2557 Год назад
It is a balance, but druid has poor weapon choices, can't use metal armour, so it's already hamstrung and a bit squishy, the wild shape hp countered some of that
@TheHandgunhero
@TheHandgunhero Год назад
@@paulharrison2557 Druids can use metal armour, just many choose not to. Which I think is dumb, because what about Druids who are into geology and stoneworking or crystals or metals?
@WilliamTythas
@WilliamTythas Год назад
most all the complaint comes not from DRUID but from the subclass of Moon Druid .. so really was any other druid subclass really all the OP? just a rework of the current 5e Moon Druid subclass Might have been all that was Really needed.
@slimee8841
@slimee8841 Год назад
I feel like the solutions presented in this vido boil down to "give every class eldritch invocations" and I love it
@mattcurnell2545
@mattcurnell2545 Год назад
doing little things of that nature, is a awsome concept
@Michael-ft5bm
@Michael-ft5bm Год назад
Because WotC accidentally stumbled into a grand slam with eldritch invocations. Give classes thematic abilities that can be used at will based on class level. It doesn’t undermine warlocks because each class is incredibly class dependent. Paladins? Smites and Auras. Druids? Forms Ranger? Nature based spells/abilities Sorcerers already have sorcery points. Monks have ki points. Fighters should have been battle masters by default. Bards can have expanded features for bardic inspiration. It’s very thematic to the core of fantasy of the classes. Let the players have more choice.
@СтаниславБерезовский-щ5я
Don’t agree. It WILL take away from warlocks. I was very disappointed in the Apothecary class by the Dungeon Dudes because of it. The apothecary literally feels much more like a reskin warlock fix than a separate class. Eldritch Invocations should remain the warlocks’ signature ability.
@Michael-ft5bm
@Michael-ft5bm Год назад
@@СтаниславБерезовский-щ5я Can you give precise details of how, using the DD example, giving a list of 20 forms, and letting a Druid choose 3-4 to master, in any way impacts a warlocks ability to customize their Eldritch blast, or cast a single spell at will from a list of curated spells? How does increasing the viability of a class specific ability, at all effect the function of how Eldritch Invocations work for warlocks?
@СтаниславБерезовский-щ5я
@@Michael-ft5bm I believe it is a very bad idea. Know why? Because that’s the reason I don’t play Pathfinder 2e. It has no thematic focus. If you turn every class into a jigsaw puzzle of ”pick-your-own-abilities”, the class only loses it’s purpose and identity. The class loses all of its roleplay focus and becomes a meaningless, soulless construct of optimized mechanics. That’s no way to play an RPG. Essentially, if the class can be anything, then it ends up being nothing.
@xySuperManxy
@xySuperManxy Год назад
I would love to see druid environments be incorporated into wild shape abilities like Eldritch Invocations modify Eldritch Blast. You’re a tundra or desert druid, so you can modify your wild shapes to have cold or fire resistance. You’re an Underdark druid, so all of your wild shapes have tremorsense or blindsight. You’re a savannah druid, your wild shapes get extra movement. I think it would be a great way to incorporate backstory into a druid’s powers, which often just feel nebulous in how they relate to nature as a whole.
@tegxi
@tegxi Год назад
Same with paladin divine smites! Instead of smite spells, just let them change divine smite
@kamchatmonk
@kamchatmonk Год назад
I think this belongs to circle of the land. Shapeshifting into unnatural aberrant things is not exactly a druid thing IMO.
@tegxi
@tegxi Год назад
@@kamchatmonk It wouldnt be flavored that way. Invocation esque features would serve the purpose of allowing druids forms to have more variety, as actual animals do. They suggested subclass, I would suggest invocation-style choices as they level up, but either way the flavor is the same. They are a spirit of the land that, because they are an underdark druid, takes the form of a mole which can burrow and has tremorsense. They take an invocation that enables them to have sharp teeth or claws. Now instead of a normal fish, they're a shark. Instead of a songbird, they're a bird of prey.
@heitorsouzademoura7747
@heitorsouzademoura7747 Год назад
Really wish they would get The true essence of The moon druid without The Wonky scaling.
@tylerwebb2495
@tylerwebb2495 Год назад
What you’re saying is exactly how I feel about bard and their special spells like viscous mockery. The fact it’s just a spell on the arcane list means you’ll get wizard, sorcerer, etc. getting those spells too. Makes the Bard feel less special because the wizard already does literally everything
@shawnwolf5961
@shawnwolf5961 Год назад
Yep. Wizards is trying to dumb shit down for their stupid VTT nobody is going to use anyway. That is what it has to be, because literally NOBODY asked for one static list of spells for every spellcaster. First WoTC takes away defining alignment from certain monsters. Then they take away class defining ASIs (which I was actually okay with, but this is what that has led to). Now they are taking away defining characteristics of each class. This just sucks. Every class is losing it's unique identity and feel so it can be lumped together into one of two bases it seems--caster or martial. And the only reason I can think of doing this--since again literally NOBODY asked for this horse crap, is for their dumbass VTT that they want to push on people. It's utter garbage, and one of the multitude of reasons I will not be switching to OneDND unless they cut this shit out.
@daikatarokamegawa542
@daikatarokamegawa542 3 месяца назад
"I cast viscous mockery!" -You throw a glob of pudding at the face of the orc, make a ranged spell attack
@extrakreamykd3939
@extrakreamykd3939 Год назад
I love your druid idea - Current one D&D druid does not look fun, but your idea looks so much better!
@AlbertaGeek
@AlbertaGeek Год назад
I agree. I really like the idea of a certain number of go-to "generic" forms specific to a genus like _Canis,_ or _Felidae,_ etc.
@bonobro3329
@bonobro3329 Год назад
I’d really like for them to do that but I think they want to make it more “player friendly” or simplify it to make it more commercialized
@wesglover5369
@wesglover5369 Год назад
Yeah, Druid is already the least played class and canning everything that makes it interesting ruins it.
@tonyscoggs1255
@tonyscoggs1255 Год назад
With the Paladin the wording allows for a ranged smite. "Immediately after you hit a target with an attack roll using a weapon or an Unarmed Strike." They give up the Nova but now you can really Dex your pally and give them a bow, also giving you a chance to be a holy puncher.
@thedeathofabachelor8782
@thedeathofabachelor8782 Год назад
Yeah but, isn't that too much? That would make the Paladin a great ranged option which, in turn, hurts classes like the Ranger and the Rogue.
@coranbaker6401
@coranbaker6401 Год назад
​@thedeathofabachelor8782 You still have a finite number of spell slots. I don't think Paladins can consistently outperform the Rogue and Ranger at what they're best at.
@snazzyfeathers
@snazzyfeathers Год назад
Kind of? Paladins get their smites but it is only once per turn, and it's still expending slots to smite as well. So yeah it definitely is strong to smite with ranged attacks, but I don't think it outclasses Rangers or Rogues.
@JosephHutzulak
@JosephHutzulak Год назад
​@@snazzyfeathers I agree i mean it irks me when people don't seem to get that Rogues not only get an extra ASI but they can just focus on Dex, Rangers are fine with leaving wisdom at 16, Paladins really can't ignore charisma.
@patdav56
@patdav56 Год назад
@@thedeathofabachelor8782 Rangers are preparation DPS, by setting up more and more damage per turn with their subclass stuff and hunters mark. but once set up, they are very powerful, adding a couple dice on every attack at higher levels Rogues use consistent pot-shot attacks. they can only do a max of 2 attacks per round, but those attacks do an insane amount of damage for little setup and no spent resources. Paladins are a middle ground, a versatility of the prep ranger and pot-shot nature of Rogues, but with the caveat that it requires spell slots every time you use such. you will be burning through them faster than either of the prior but you wont be any more or less powerful than the other two. add on the fact that the wider Divine spell list exists, your Divine Sense is boosted, and your for free Find Steed, you still have your own role in the party - RP and Combat - compared to the other two
@catshitonthecarpet8520
@catshitonthecarpet8520 Год назад
Monty’s idea of multiple wild shape forms and ones you have prepared is EXCELLENT
@criticalhoagieroll9108
@criticalhoagieroll9108 Год назад
I'd just like to say that Kelly has really found his stride in the last few months, and seems more confident, happy, and comfortable showing his silly side and I love that!!!
@leon1493
@leon1493 Год назад
The idea for Druid makes perfect sense!! I hope they listen to this and use it
@divi1139
@divi1139 Год назад
I could definitely see Smites becoming something like Eldritch Invocations. Personally tho, I think class spell lists is a better fix.
@sesshowmarumonoke
@sesshowmarumonoke Год назад
Agreed
@AnaseSkyrider
@AnaseSkyrider Год назад
Class spell lists are a problem for the health of the system and needs to go, no matter how much it SEEMS like it might be too complicated now.
@RoleRealms
@RoleRealms Год назад
I like the 'idea' of the spell lists and then setting up the access by schools of magic. But the implementation just feels problematic. If this was a less defined spell casting system, where manipulation of spells and improvisations of effects were available, then limiting effects based on school would make WAY more sense. But when spells 'say what they do and don't do what they don't say' the whole thing feels a little misplaced.
@brianj.841
@brianj.841 Год назад
Oath spells?
@SilvrSavior
@SilvrSavior Год назад
I think there should an Invocation/Infusion like system for each class that can help customize each class. Paladins could get Divine Blessings that they can channel a number times per day that can produce a short list of effects like day the smite spells. Druids could have Aspects of Nature that can help customize their Channel Nature or Wild Shape forms. Etc...
@carsonlake3842
@carsonlake3842 Год назад
I was hoping to also hear you talk about the healing flower thing you can do with channel nature...I love the concept but it seems insanely weak after you get past the first couple levels.
@bobswag710
@bobswag710 Год назад
Agreed, having a baked in healing option for druids (the medicine men since the beginning of history) is a great touch, but it’s such a pathetic amount of hit points and will end up only getting used as a shorter range healing word to jump up unconscious persons
@brunotabarani3708
@brunotabarani3708 Год назад
You guys hit the nail on its head for both classes, but specially the druid , the fun part was looking at all the beasts and finding the one you can use with its special ability for the conundrum you have . multiple options should still be the case with special abilities for each i like the species concept but still allow for cross species abilities. yes like mutants, owlbear comes to mind. i mean i just used a seahorse in my last game to guide the boat to our destination, it creates that fun challenge that is part of the whole concept. Oh and yes PF2 has it really good for druids, with even options for dragons, and plant forms. They took the tiny form from them why not take the rest.
@pederw4900
@pederw4900 Год назад
Awesome idea for wildshape! I’ve always played my druids with just a few forms in mind, cause a guy who can transform into literally any obscure beast is hard to justify narratively.
@darkdragonsoul99
@darkdragonsoul99 Год назад
It's also impossible to justify in the rules "Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before" That obscure beast you've clearly never seen before you can't transform into it.
@davidlewis8814
@davidlewis8814 Год назад
Druids at my tables have always needed to have some experience with the animals whose forms they sought to assume. When one player was wanting to be a bear so badly, but kept rolling terribly, I allowed him to spend some down time communing with a forest. So even though he wasn’t able to see a bear directly, he was able to “see” one through the “eyes” of a tree.
@darkdragonsoul99
@darkdragonsoul99 Год назад
It's also how the class is written it's one of those rules alot of people ignore that causes alot of trouble because they ignore it.
@ATMOSK1234
@ATMOSK1234 Год назад
I just put in every druid characters backstory "they went to a zoo one time"
@darkdragonsoul99
@darkdragonsoul99 Год назад
@@ATMOSK1234 As far as I'm aware there is no such thing as a zoo in the forgotten realms
@ATMOSK1234
@ATMOSK1234 Год назад
@@darkdragonsoul99 RU-vid seems to delete comments that link to sage advice, but yes there are zoo's in the forgotten realms according to Ed Greenwood. Likely any sufficiently wealthy area would have them.
@justinremmers6057
@justinremmers6057 Год назад
@@darkdragonsoul99 people do use homebrew and things outside of official material. Beyond that, the forgotten realms do have official things like zoos. In the Descent into Avernus book, there is an entire section detailing the Garynmor Stables and Menagerie which “contains variety of rare creatures both mundane and magical” and is part of Baldurs Gate
@Top_Knite
@Top_Knite Год назад
As a Paladin Stan I can accept the limit to smites but I really hope they lift the restriction to not being able to use spells at the same time and just limit it to the smite spells since that is what they wanted to limit anyways
@AnaseSkyrider
@AnaseSkyrider Год назад
Or just let it combine anyway, because you have to take up a preparation slot to do this, it still consumes your bonus action, and you're still burning through spell slots very quickly.
@CivilWarMan
@CivilWarMan Год назад
@@Wintermute909 And then the Paladin hits the Cleric's flying steed with a ranged smite, knocking them out of the sky and forcing the Cleric to spend 10 minutes and a spell slot summoning a new one. When the Cleric then retaliates by killing the Paladin's steed, the Paladin gets inconvenienced for a whole 6 seconds summoning a new one.
@oliveranan4881
@oliveranan4881 Год назад
This IS a dealbreaker for me. If this makes it to tue reoease I Stick with 5 or switch glto black flag.
@shawnwolf5961
@shawnwolf5961 Год назад
@@oliveranan4881 OneDnD is so bad so far I wouldn't even use it if someone gave me a free players handbook and DMguide. Screw that.
@Metalhammer1993
@Metalhammer1993 Год назад
Imho find steed and the smite spells need to be gone from the divine spell list. That's a much bigger issue. Scaling back smite and having it mutually exclusive with the spells (and the spells almost being a 1to1 substitute for a smite) is alright. Same for smite not critting anymore. That is in line with sneak not critting etc. If we're bringing down damage numbers across the board, it stands to reason, wotc wants monster health to be more reasonable. Hence, we can't have giga nuking paladins. But the cleric CANNOT get access to find steed and the smite spells. Cause that just means "the best paladin is a cleric". Kinda like "the best paladin is a sorcerer/bard" that we have now except that the cleric needs 0 levels in paladin to be better at everything the paladin does while current meta at least has 6 levels of paladin on almost any build. Because the way i see it WotC envisions the paladin as a super fast first aid kit. Riding over the battlefield healing fallen allies. Which conflicts already with the aura. Now have clerics be better at both dashing around the battlefield and healing and you don't need the paladin any longer.
@knf5
@knf5 Год назад
I feel like there are some really good ideas and perspectives here. I really agree with the main concept of classes/subclasses that give choices in order to diversify really is the way to go forward. It allows things to get simplified at lower levels and increase complexity as the character grows which is important.
@odinulveson9101
@odinulveson9101 Год назад
Regarding the Druid I like the framework of Wildshape: Air, Land, Sea. Kinda reminds me of the revamped/ alternate Beastmaster from Tashas. Same three categories. HOWEVER. Inside each framework, there should be beast size brackets: Small, Medium, Large. And depending of you size, you should get less or more HP depending on the beast. And to compensate small size with low hp you could get more speed and dexterity. If large sure gets tons of hp, resistance but a bit lower speed. If SAME size as your humanoid form? Well you get a small buff in hp and bonus on saving throws. Also you could flavor EACH size bracket/ category and adjust if you want to use the hp of a certain beast like in 5e. As an OPTION! If not fiddling with more details for your wildshape. Use the standarized up or downscaling regarding HP etc in any of the Wild Shape frameworks: Air, Land, Sea
@techbeef
@techbeef Год назад
You should not get more or less HP. That's the core issue of the Druid, too much HP. Why would you get more HP as a bear when it's still your body that is taking damage? I can see the idea of getting more AC which is in the new versions. But it is still you that is taking damage and being hurt.
@patdav56
@patdav56 Год назад
@@techbeef in my opinion with the new druid, i hate that theres.... really no reason to use wildshape. you lose access to all your magic items, class features, spells, everything, all for something with comparable AC to you as-is with only a single attack (which would go off your spell attack mod, but oops, you dont benefit from that +1 focus anymore) and a movement speed. yeah, too much HP was a big problem, but giving really *nothing* aside from a movement speed, slight size change, and a singular feature each? this is nothing. if anything, dont give them new hp, give them like idk, 3-5 temp hp per druid level when you transform. it cant be healed or stacked cuz its temp, and you dont revert when it runs out so you'll need to use time to revert and transform back rather than immediately boosting back to max. that's a good change and keeps it fun, just as a singular change to what we already have as it is right now? transforming is just shooting yourself in the foot, and Moon Druid feels like a bandage on the wound rather than even a Cure Wounds cast. you loose *everything* to get basically nothing. at least back in 5e, you'd have uses for wildshape in both combat or not even as a land druid.
@techbeef
@techbeef Год назад
@@patdav56 so you're saying the only reason to use wildshape was to be broken? There are a lot of abilities in the game that don't give you any particular improvement or increase in strength. I always had a distinct issue with the level of power that druids had, effectively no weakness, infinite versatility, powerful spells, good healing, etc etc etc. They still have everything else except now they have weaknesses and don't have infinite versatility. Seems like exactly the nerf that was needed.
@TheFurrLord
@TheFurrLord Год назад
@@techbeef No, the comment is that the new version literally debilitates you in its current form. Your AC will almost guarantee drop. You can't cast spells, can't use equipment. You are better off just doing Shillelagh and holding a shield.
@patdav56
@patdav56 Год назад
What @@TheFurrLord said exactly. Compare that to something like Tenser's Transformation, which drops your spellcasting altogether as a wizard, but *gives* better defenses, offenses, etc, as a one-time micro class change, and coordinates with multiple subclasses like bladesinger and war wizard You have ZERO use for this feature as the new druid, as it is better to just use shillelagh or any other spell
@Immudzen
@Immudzen Год назад
I really like your approach of a range of forms to choose from with premade state blocks and variety of skills. So long as I could choose the size that would work great for me. The part I don't want to lose is all of the exploration aspects of wild shape. That is a part I really love in the game.
@BlueFrenzy
@BlueFrenzy Год назад
"To not create new beast stat blocks , because if you did you will be giving a new form for a druid to potentially turn into". That's great! You open a new book and you have new content to refresh already old and stagnant classes! The only thing they need to do is to ensure the CR is properly set so all beasts are balanced.
@Jessterr2
@Jessterr2 Год назад
Druid Wildshape could scale similarly to Warlock invocations and let you choose different forms or abilities as you level up.
@orihck
@orihck Год назад
Great ideas for druid wildshape dudes! I hope wotc hears this and takes it on. I would also like to add that there shouldn't be any level locking for swim and fly. when you consider that some druid circles like coast or consider flavour/roleplay like a mountain druid, then it would make sense for them to be able to master swim or flying shapes first before land.
@luc1829
@luc1829 Год назад
Yes! I was just talking that Smite Spells should just be passive abilities that a Paladin gets added onto their smite as they go up in level. and then the sub classes can have their own unique one.
@MrJerks93
@MrJerks93 Год назад
For the Druid, I'd approach it a little differently. Instead of discrete forms, I think 3 or 4 basic forms are fine, but then have an invocation type system of buying enhancement as you progress in levels. Then you can layer these enhancements upon the base form to achieve a ton of combinations. Then the flavor is up to the player. Land beast could be a horse, giant lizard, or bear, but slapping on the the burly feature gives you a certain amount of temporary hit points when you first shift, while "fleet" increases your speed.
@analoren4745
@analoren4745 Год назад
re: Druids, I think it was a holdover from having played in 4e, but our table generally limits druid wild shape forms to "beasts you've seen". So if you're in say, Eberron, a dinosaur might not be too unbelievable, but in Faerun, maybe not. This helps balance it at least at our table.
@dabluflcn
@dabluflcn Год назад
I think they should have gone in the exact opposite direction with the spell tables. I think every class that can cast should have a unique spell table with uniquely themed spells so there isn't so much overlap with casting.
@kronos1794
@kronos1794 Год назад
I also enjoy the idea of druids only being able to turn into things they themselves have observed. Make it a check the druid has to roll in order to "catch" or "learn" that wild shape. It makes the forms the druid knows feel earned and reflect the narrative of the campaign. Just feels weird that a druid can randomly become an angel or dragon when they've probably never even seen one beyond pictures in a book. A set number of forms also works and maybe even adding a penalty/risk to trying advanced forms can be included. Maybe a level 3 druid trying to become a t rex results in the druid changing their form but not maintaining control so there's just a t rex who doesn't realize the food surrounding is actually their party.
@sesshowmarumonoke
@sesshowmarumonoke Год назад
As a paladin fan, I'm not happy. While I do think that classes/subclasses in general got too powerful in 5th edition and new monsters are not necessarily cathing up, I think that limiting the number of times you can smite per turn to 1 would have been enough.
@Rexx8492nd
@Rexx8492nd Год назад
I appreciate you guys having a back and forth with the one dnd material. I do believe it is ultimately for the best that spellcasting classes get nerfed in each their way, and martials get buffed in each their own way. However, no class should lose its identity. I have to respect one dnd for actually trying, and I'm glad you guys are too.
@rashad3932
@rashad3932 Год назад
My disappointment is that it feels like a Cleric will be a better "Paladin" then the actual Paladin class. It does almost everything a paladin does but quicker and easier
@lemondruid2783
@lemondruid2783 Год назад
And that's a total mess. They have to fix this.
@NJBiggs77
@NJBiggs77 Год назад
Maybe give the Druid a D12 hit die to make up for the extra hit points lost in wildshape. Druids bodies are honed beyond average due to their changing nature.
@musicfeltnotheard
@musicfeltnotheard Год назад
i like the idea of doing an invocation style deal for the wild shapes, then like, at first you can pick 1 "wildvocation" (spider climb or tiny size, or whatever) then, at higher levels, let them pick additional wildvocations and unlock them, just like w/ warlock, the x number of forms works too, but wildvocations feels like it'd take less space in a book and stuff lol
@jakewarman7277
@jakewarman7277 Год назад
Trent monk gave a good reason for why they are doing spell list the way they are in the UA it is far easier for future classes and helps manage the bloat later down the road
@russelldavis1359
@russelldavis1359 Год назад
Unique spell lists limit the expandability of classes in DND, as every subsequent class requires an ever increasing amount of reprents, self referencing, and complication. Generic allows for a new class to simply state "Arcane, but no evocation school" and that is it. If you get a setting book that adds a spell to the Arcane list, that spell doesn't have to be retroactively applied to a new class
@zippy5448
@zippy5448 Год назад
I really love the propsed changes to the druid wildshape here in the video it seems like infusions or eldritch invocations
@RLKmedic0315
@RLKmedic0315 Год назад
Both of you are absolutely "Power Gamers", that is not necessarily a bad thing, but it does color your perceptions and opinions.
@brunoluizferreira99
@brunoluizferreira99 Год назад
True
@bradybaker5916
@bradybaker5916 Год назад
Thought about the lack of extra hit points and thought of this. When you wild shape, you gain temporary hit points equal to 5 times your proficiency bonus. Temporary hp can’t stack, can still be overcome with damage, but incentivizes the wild shapes and provides a buff while retaining the flavor of being toughened by natures strength. It would also be easy to scale as a class feature by changing the number to 10x your bonus and maybe a capstone of 15x. Not huge, but definitely nothing to ignore either. Low levels isn’t huge so it will toned down a bit but 10hp isn’t anything to scoff at either at levels three or four, and it stays relevant as you gain more levels. Maybe an extra increase for the moon Druid? If you wanted to prevent the chaining of wild shapes you can say you only get this buff when you change from your normal form. It won’t stop it, but slows it enough to add a cost and require strategic planning. Iwould love to see what you think. Also definitely a longer list than 3 forms. Or at least a one trait, one combat trick, one exploration bonus from a list. Something other than 3 stat blocks. Love to hear the feedback
@rcschmidt668
@rcschmidt668 Год назад
Excellent review, Monty and Kelly! Please also note that when Paladins choose a fighting style in 5e, they can select Blessed Warrior that offers a selection of cleric cantrips to add a little more magic to the build.
@GeminiEarthSnake
@GeminiEarthSnake Год назад
Your suggestion has touched on my idea for a homebrew druid subclass, I'm almost ready to add it to the discord somehow.
@boneyeah23
@boneyeah23 Год назад
Love your idea for specific forms with basic stat blocks as long as the stat blocks remain similarly generic, but based on form. I also think that a happy medium with health could be something like this: “Using the wildshape ability grants you a number of temporary hit points equal to your Druid level with each use.”
@attackduck9768
@attackduck9768 Год назад
I played as a Moon Druid and the DM based my abilities on what I’ve seen in my travels and if I wanted to learn new forms I had to go out and find them.
@Sheamu5
@Sheamu5 Год назад
I really dislike not being able to turn into critters at lower levels.
@alkatron768
@alkatron768 Год назад
I am really hoping that they listen, because I really want to play your version of the OneD&D druid.
@MikeReevesMcMillan
@MikeReevesMcMillan Год назад
Balanced and insightful analysis as always, guys. What I was hoping for from the Paladin, and didn't get, was a way to make your casting stat also your weapon stat. There's a reason Hexadins are so popular, and now, presumably, you will need to take three levels of Warlock to become a Hexblade and get this one feature. Druids have it (kind of) with a cantrip, Shillelagh; Monks have it with Dedicated Weapon, at least at the moment. I'd like to see Paladins get the opportunity without having to multiclass. It could be a feat, that would be fine, but give us _something_. Agree with you on the uniqueness of the smites and Find Steed being important. Druid wild shape is a terrible mess. Making something easier to do only works if it's still worth doing, and wild shape now almost isn't. And your point about not giving too much power to multiclassing is well taken, but now multiclassing into druid isn't at all attractive, since you can't use your other abilities while in wild shape. I agree with you that there's a middle way. Don't require Druid players to look up the Monster Manual, but still make the form you assume have mechanical weight. The reason you turn into a beast is that the beast can do something you can't: it's faster, stronger, tougher, more stealthy, more perceptive... It wouldn't be hard to say, for example, "Large forms don't cut in until level X, but when you're in a Large form, you get a STR bonus and a CON bonus; Tiny forms don't cut in until level Y, but when you're in a Tiny form, you get a DEX bonus and a stealth bonus; predatory forms have more or better attacks," and so forth. Though I really like your approach too. It hits a sweet spot between "look through a ridiculous number of MM forms" and "you have three almost flavourless options".
@c.v.emmans
@c.v.emmans Год назад
I think you guys made an excellent case for divorcing Wild Shape from the Druid chassis. It is a strong and interesting enough feature to be it's own class.
@alstonjacobs4934
@alstonjacobs4934 Год назад
They aren't saying to take wild shape from druid. They were talking about divorcing it from the main stats to determining what they can change into.
@c.v.emmans
@c.v.emmans Год назад
@@alstonjacobs4934 I know what they're saying. And the arguments that they are making about Wild Shape are also great arguments as to why it should be spun off into its own class.
@jvit4245
@jvit4245 Год назад
I think every Druid should have an ability to Wild Shape into a few forms. Allow it to be a few like say a person can only pick 2 at first (0Cat and a Horse), then at a certain level also a Dolphin too and later add a Falcon (total of 4). Something that allows them a few options to still do things but that their connection to Nature only allows a few Fauna that they share a connection with. Also include with that the Druid's Find Familiar thing. Then, you can have the Moon Druid (or a couple versions of the Moon Druid archetype like a Tank one and a Stealth one) and a Shepard Circle Druid (or a Beastmaster like Druid somehow) who have far less limitations towards what animals they can turn into or summon without a spell slot. That way the rest of the Druids can actually focus on the essense of Nature they attach themselves to.
@shawnwolf5961
@shawnwolf5961 Год назад
@@c.v.emmans And I think this is a terrible, TERRIBLE take. One of the identities of druid IS the ability to wildshape, period. Yeah moon can do it *better* but ALL druids can and should be able to wildshape, and making that a specific sublcass of druid is just dumb, imo. It removes one of the defining characteristics of what a druid is even more than OneDnD is already trying to do.
@c.v.emmans
@c.v.emmans Год назад
@@shawnwolf5961 lol, so Spores, Wildfire, and Stars are what, not real druids then? They use the Wild Shape resource for something else and never need to turn into animals at all. I think people get too precious about features "belonging" to a class and in this case, I think it hurts the druid. Remember the Primeval UA and how disappointing it was? Like, the druid having an animal companion, should be a no-brainer, right? But it was terrible, and part of the reason for that is because the druid is hard to balance and find new, creative mechanics and gimmicks for because they have Wild Shape and full spellcasting. A druid with no subclass would play just fine because the base class gives you so much. I think that's an obvious problem. If Wild Shape is separated from the druid class, there is a lot more room to a) expand what can be done with Wild Shape (monstrosities, aberrations, demons, lycanthropy, etc), and b) there's more room for new mechanics or reflavored mechanics that are already familiar (like having a dinosaur companion, as in the previously mentioned UA) to be good and substantial. I think you gain a lot more than you lose by separating it. WotC probably won't do it, but I'd love to see them at least tinker with it. You're free to disagree, but I think more people should at least consider it rather than simply dismissing it out of hand. On a side note, I don't think "turning into an animal" is an inherent and intrinsic part of being a druid. Like, what if you're a genasi from the plane of fire, or an elf from the Shadowfell? "Nature" could be and mean something totally different for you. I think exploring that mechanically would be cool.
@birubu
@birubu Год назад
Summary: use the Invocation/Infusion/Maneuver system more, I’m pretty sure everyone loves these. Give us Smites and Wildshapes in this format.
@cattrucker8257
@cattrucker8257 Год назад
Having a limited number of forms to focus on from a wider template set would probably be ideal. Also reminds me in a decent way of the original Warcraft druids and how they had a focus on specific forms to shapeshift into - with the Archdruid rank being some of the few able to do multiple forms at peak level. It could've been a good idea for D&D to copy, having the "ultimate" level 19-20 ability for druids being that "shapeshift into any template with all bonuses" perk as befits an Archdruid of some kind, and helping keep up with other "epic level" classes too.
@F1ipf1up
@F1ipf1up Год назад
What I liked about the new smite is, that it is uncapped now and on ALL weapon attacks, melee and ranged as well as unarmed/natural weappons, that is really cool.
@country6589
@country6589 Год назад
For the druid, my Dm's always tell me it has to have been a creautre I would have seen in my area of land. So no dinos and stuff like that. And the wild shape thing could also scale like spells. Maybe like after 2 or 3 lvls you get an extra animal you could turn into
@ech0e404
@ech0e404 Год назад
Maybe, as an idea bouncing off of Monty’s, you pick 3-4 forms to master/know and whatever circle you pick for your subclass, you could learn that circles form as an additional free form to master/know
@culliganator
@culliganator Год назад
I'd like you to discuss some of the rules additions. For example making jump an action rather than being a part of movement.
@xParanoiiia
@xParanoiiia Год назад
I understood what One DnD tried to achieve as they try to simplify a lot of things and generalise them so that there is more freedom for how you want to play your character. I agree that their first proposal really missed the mark. I did think about if it's possible to have variety and not be bombarded with stat blocks to make the druid easier to get into while not making it wonky like it is now. You guys's proposal I love. I couldn't figure out a way myself but this would be great. Give people choices for animal categories and maybe the Moon druid just gets to pick more of them or enhances some. I agree that the elemental part of moon druids is really cool but feels cramped in there because "they're the wild shape focused subclass" A Wildfire druid at level 6 or 10 gaining the ability to turn into a fire elemental feels so much more on theme than the current or the UA version presented. I also think those categories should give temporary hitpoints or increase to max hit points. It doesnt have to be level 3 with 34x2 hitpoints from double brownbear wildshape like it is right now. But a bear should feel more sturdy than a squirrel would. Maybe half of what they usually had and once that is out you drop back out or dig into your own health. However it would be the most balance without losing wildshape turn one of getting hit by something. They currently want people to go wisdom to scale AC so I feel like just having your own HP as a D8 class that wont max out constitution potentialy to then be a frontliner with low AC and low HP seems pretty scary and not the most appealing I got to say. Certainly needs work but I love the ideas presented here. Great input and I will input your idea into my playtest feedback for sure.
@ZackHeise
@ZackHeise Год назад
The subclass opportunities you've come up with just by restricting the forms is quite interesting
@micahpatton7397
@micahpatton7397 Год назад
Wildshape needs a level locked burrowing form too
@yiklongtay6029
@yiklongtay6029 Год назад
Alongside the 12-20 stat blocks, perhaps size modifiers. Attribute a baseline size for each form and allows Druids to bump the size up or down by 1 category. Then just plus +1 STR and CON for the larger forms and +DEX for any smaller forms. For example, the lupine form (medium) can offer something that can resemble dogs (small), wolves (medium), and dire wolves (large). Arachnid form has the baseline of tiny and it could be bumped up for nightmare fuel at Small. Tiny rodent form can now believably offer a small sized capybara
@gabrielecalabrese2906
@gabrielecalabrese2906 Год назад
I 100% agree with you. If I wanna turn into a Cat the stat block can't be the same as if i'm turning into a bear. For the Paladin, I'd go with this change as it is but increasing the damage dice for the single smite, so that it is limited but you're still getting a little bit more from that single use you get.
@johnnyohm4579
@johnnyohm4579 Год назад
the druid playtest is 100% bad, there are zero redeeming qualities to it.
@the_algorithm
@the_algorithm Год назад
What's wrong with a melee focused subclass with a 15 MAX AC at 20th level?
@mcparks1968
@mcparks1968 Год назад
They have taken the class they say "is the least played class" and made it into the class nobody will EVER play.
@wesleykushner8028
@wesleykushner8028 Год назад
Zero redeeming qualities? Even letting moon druids cast abjuration spells while wild shaped? You can't actually believe that.
@odinulveson9101
@odinulveson9101 Год назад
I like the beastial attacks and general Land/ Air/ Sea Framework. But its TOO bland and generalized. And idiotic nerf to hit point buffer if large animal! WTF? Just balance it by having the large beastie being slower or SOMETHING
@demanvandemaan
@demanvandemaan Год назад
As an avid druid player I really like the idea of having a list of cool shapes to choose from, but bringing back the statblocks, will also bring back another thing from the 5e druids... The treshold for new players. For us oldtimers that have plenty of hours of adventuring behind us and know the rules and mechanics pretty well, choosing spells and shapes isnt that big of a deal. (though you will always land in that situation that requires the thing you didnt choose.) But for new players, that's actually quite a struggle. Imagine you have never played or maybe only once or twice and you think a druid sounds nice and the next thing you know you get a list of a dozen spells you need to pick a few from and then another list of 12 types of animals you need to pick a few from that will have even more maths and numbers than that first sheet you filled in.... It's easy to become overwhelmed and divert to another class with a bit less option-stress. Sure, other players can help, but then you most likely end up with a druid THEY like to play and not something that came from you. With that in mind, adding one more table, with a selection of utilities, makes things more approachable. Let's say the utility list has 15 different choices with: burrowing, stealthy, webbing, speedy, etc. Each time you wildshape, you get to choose one. Now, new players would be less stressed, as instead of making choices way at the beginning of the game, they can first see the situation and figure out what kind of special trait could help out in overcoming the challenge. If they want to make wildshaping a defining feature of the druid, they NEED to add something like that in, or otherwise they miss their mark. The combat oriented wild-shape was mostly for the moon-druids, while the other subclasses would dip into it for the utilities, since they could resolve combat easier with spells.
@playitbyear5312
@playitbyear5312 9 месяцев назад
I created a house rule that pretty much killed dips for multi class at my table. It’s takes 2. When you level and decide to cross, you expend your leveling to declare your cross class. Then, the next level up you can take your cross level. It’s not the end of the world, but it sucks just enough, plus it hampers your end game because at the 20 level cap you’re now stuck at 19 overall.
@TopTierKnees
@TopTierKnees Год назад
Everyone loves warlock invocations. Warlock invocations for everybody! Paladin invocations for the smite spells, Monty's forms for druid invocations.
@zeig_dragoon
@zeig_dragoon Год назад
The druid at my table would turn into a squirrel constantly for reconnaissance. We called it "squirrel team 6"
@mr-bearman6338
@mr-bearman6338 Год назад
I feel like wildshape is only op/overwhelming as a moon druid, but it tapers of quite quickly Without concentration spells mixed in. Your wild shape is super dope!
@Azmodian
@Azmodian Год назад
I think if the forms were tweaked slightly and druids gained a list of 'traits' they could select (similar to warlock invocations) that would allow them to keep the flavour of certain animals whilst also allowing scaling, adding more the higher level you were. To me, this is a good mix of simplifying it and means there's no fear of adding beasts to monster manuals and having it all just copied. An example would be "At level 3 chose 2 animalistic traits you can ascribe to your your wildshape forms, gain another at level 7, 11 and 14". It would allow people to focus on specialties for their wildshape that could be anything from higher ac, extra temp hp, climb, swim or fly etc etc. It would also make Moon druid's easy to set up - you gain an extra trait each time (or something like it) and you gain access to a Dire/Were version of the form (like the guys suggest in the video) which confers an extra PB to attack, damage and AC (seem's reasonable for scaling but this can be tuned). This would let Moon druid truly build themselves a custom animal that doesn't go nuts on damage and outshine full melee. I'd let them fully embrace their wildshape as the pillar of their character and possibly limit their spellcasting slightly in some way to make up for this martial power and versatility (maybe stop them gaining spellslots over lvl 5 to represent that they have focused on control of their inner beast rather than spell casting. If you read all that, thank you lol. I know a lot of this is discussed but wanted to put it down in my own words alongside so I could keep track ;)
@Rodrat
@Rodrat Год назад
Idea: druids have a special number of attunement slots that they attune totems too. They get one or 2 free totems at level one and those totems represent specific animals. They can collect more as they progress through leveling up or DM discretion even. They can only become animals that they have an attunened totem too. Perhaps there would even be rules for a process of how one makes these totems. They are an item that could be lost or broken even. Also to fix the health issue we currently have. Maybe whatever hotpoints lost in animal form carry over. That seems like a simple fix to me.
@Oathbreaker.
@Oathbreaker. Год назад
You forgot to mention that Paladins can now Smite with ranged weapons, as it doesnt specify it has to be melee weapon attacks to smite.
@victorholmes7075
@victorholmes7075 Год назад
I like that clerics and paladins share a spell list, including smites. I value the simplicity and flexibility of this. It allows for Clerics who perhaps took a domain like Tempest, War, Forge, or anything in the future to augment their frontline capabilities without being solely dependent on domain spells. On the flip side it allows a player playing a Paladin like an Oath of Redemption to flesh out their spell list with more support options if they so choose. Having smoke for Clerics being able to summon a steed because it takes away from the Paladin seems shortsighted, especially when Wizards already get Phantom Steed but they get no smoke for that.
@jakeholmes9296
@jakeholmes9296 Год назад
I really like the sound of Monty’s wild shape
@CJCook664
@CJCook664 Год назад
Love your wildshape suggestion
@ethanharris6226
@ethanharris6226 Год назад
I also feel like they should offer features that further emphasizes their role as a warrior/combat class. Like with clerics they can span anywhere between being a healer to raining holy fire down on enemies, but Paladins are for the most part the ones imbuing their weapons, armor, etc, with divine power. So perhaps giving them something like the Warlock has with their Pact Weapon, allowing them to apply different effects to their weapons/armor, perhaps transform their weapons/armor, etc. I also agree that giving them a more reliable/powerful Summon Steed feature would be neat. As for the smite nerf, I feel like if they just kept it at once per turn that'd be fine - cause not being able to also cast a spell does limit what a Paladin can do in a turn.
@jonathanchapple9651
@jonathanchapple9651 Год назад
The problem with divine spark wasn't allowing multiclass characters getting 2-6 uses, the problem was it ALSO increased in powers with PB, instead of with cleric levels, Hot take, make Channel Divinity be PB number uses per LR. Make divine spark heal/damage a number of d4's equal to half your cleric, rounded up, plus your wisdom modifier. Make level 9 allow 1 channel divinity recharge on short rests, at level 18, make damage/healing increase to d6's and get 1 recharge at start of initiative. Make Channel Nature be PB number of uses, make duration 1 hour at 1st, 8 hours at 9th and 24 hours at 18th. Make healing blossom be same scaling as divine spark, but also allow it dex saves for anyone you don't heal to treat the area as difficult terrain or maybe even affected by the slowed condition while in the area, make this effect last 1 minute. Make the radius you can effect with healing blossom increase by 10 ft at 9th, increase again at 18th. Give 1 recharge Channel nature on short rests at 9th and 1 at start of initiative at 18th. templates for wildshape are good, but the AC needs to dramatically increase(like adding pb to it) or hit points should be a separate pool, but equal to half your current HP? That way any hit point you take kind of still sticks even if you wild shape?(rounded up) also they should add templates like they do for Tasha's summons (or even find familiar, find steed in the same playtest) these different versions of the same forms is where you could hide the nuanced versions of the different types. Restrict large forms til higher level, allow tiny forms. They already allow you to have a familiar which can kind of do the same shenanigans that they are trying to circumvent anyway. Allow swimming by 5, and flying by 7. The moon druid should be able to basically as a bonus action add elemental damage to a wild shape melee attack that by expending a bonus action and a spell slot after hitting with an attack. Damage should be a number of d8's in elemental damage equal to the spells level, the number of which can't exceed your PB bonus. Also thousand forms should be removed and instead give resistances to all elemental damage, and as a reaction, immunity to 1 element once per short rest. Should also allow switch between swim/fly/land forms with same wild shape use. I had more fixes already posted on gmbinder.
@fullmetalpotato1258
@fullmetalpotato1258 Год назад
Trentmonk did a good video on why he thinks WotC is moving away from unique class spell lists, and what it boils down to is that it makes it difficult to print new spellcasting classes in the future as if any books after them want to add spell to the new classes spell lists you have to add the blurbs about which books have the classes etc. And you have to reprint spells from books before that class came out if you want those on the spell list. It's easy when it's just Artificer but imagine 6 new classes, it would cause more and more problems later on. Moving to general spell lists allows the game to grow. Spells that were unique to a class should probably just become class features instead.
@ryudragon7
@ryudragon7 Год назад
Considering Paladin needs for stats to make it viable. Strength, Dexterity, Constitution, and Charisma. As well as adding the half-spell caster element to it. It already feels balanced enough. I love how Druid works, but I also think the number of wildshapes could be tied into Proficiency Bonus. Or take a page from Pathfinder and allow for additional transformations based on a level of spell slots vs the challenge rating. At the same time, based on an earlier Dungeon Dudes video as well as some other tutorial sites. I went and purchased those monster stat cards. Put them into a card holder binder, separating them based on CR and level they unlock. I have two pages worth of a shortlist. Plus some additional pages for variety and niche use. So the short list presented here based on categories feels solid.
@Grooveworthy
@Grooveworthy Год назад
im glad that they are moving away from monster manual stat blocks for wild shape. i mean, i helped my sister roll a druid for her 1st 5e character, and having to cross-reference a character sheet and a codex of MM entries you had to google was overwhelming for a new player, and i totally get it.
@Nohawkkid008
@Nohawkkid008 Год назад
I do enjoy the 12-20 animal stat block idea, with limited options known as you level up. It seems like the best way to do it.
@Cassapphic
@Cassapphic Год назад
I do think the generic spell lists are generally fine, but I do think there should be a handful of class specific spells, now maybe that gets to be small enough it should just be abilities as you'd have to take them in either way, but I do like having spells presented in a more uniform way.
@hewhogoesbymanynames
@hewhogoesbymanynames Год назад
>co-run optimization channel >am I a power gamer? All in good fun of course
@TheDadofMark
@TheDadofMark Год назад
Love your ideas regarding picking from a larger set of characters - I have basically implemented something similar for conjure animal spells. I would add one additional feature. I would split your choices into combat shapes vs others. So for combat options you would pick from the list as you have described. But I would then also allow them to pick any shape for utility but with a set low HP of 2 or something, and do anything your imagination and the dice and your DM will let you do, and roleplay your heart away. Oh, I would also let them swap out selected combat shapes whenever they level.
@Isaac-gj8tf
@Isaac-gj8tf Год назад
I like these solutions for the druid and even expand on this give specific subclass special wildshapes because all I want is a swamp druid that can turn into a seaweed monster like that waterbender from AtLA...
@burntninja450
@burntninja450 Год назад
They could also do spell tags. All smite spells have the "smite" tag. Give all healing spell the "Restoration" tag and then give that tag to bards.
@CivilWarMan
@CivilWarMan Год назад
A few thoughts regarding Paladin: 1. While Clerics gain access to Find Steed, it's still very heavily tilted towards Paladin. Clerics can upcast it better, gaining access to the flying steed sooner, but if the steed gets killed, it's much more inconvenient for the Cleric to summon another. The casting time for a Cleric is 10 minutes, so they can only summon the steed during downtime. The casting time for a Paladin is 1 *action*, and can be cast 1/LR without using a spell slot. So a bad guy could shoot the mount out from under a Paladin, and they could be back on a new one within seconds. For the most extreme example, a 20th level Paladin could theoretically get 11 horses shot out from under them in a single battle, and still be mounted at the end of the fight. 2. Regarding the discourse with Divine Smite, one thing that I think I've seen everyone miss is that, going by the updated Devotion Paladin, one of the core abilities of the Oaths will be adding a secondary effect to Divine Smite. For Devotion, their smite also gives someone temp HP. In the future, I imagine that the other oaths will have similar secondary effects. Like, maybe Conquest's Smite will apply Frightened or Vengeance's Smite will give the next attack against that enemy advantage or make them take extra damage. By limiting Divine Smite to once per turn, and not allowing it to stack with the Smite spells, it opens up the design space to allow Wizards to add these additional effects without it getting out of hand. 3. Abjure Foes is amazing, and will probably be the primary Channel Divinity option for most mid-to-high level Paladin. It Dazes multiple opponents (restricting them to either their movement or their action, and preventing both bonus actions and reactions) if they SUCCEED on the save! If they fail, they are both Dazed *and* Frightened. 4. The current 5E Paladin Oath design philosophy is 3rd level gets you Oath-based Channel Divinity, 7th gets you an Aura (except with Vengeance, which instead sometimes gets extra movement), 15th gets you some defensive ability, and 20th is the transformation ability. Under One D&D, it looks like 3rd is still the Channel Divinity, 6th is a secondary effect added to Divine Smite, 10th is the Aura ability, and 14th is the transformation, which will get redesigned to be less powerful when you originally get it, but then scale to be as or more powerful when you hit 20.
@solowolf7418
@solowolf7418 Год назад
I had house ruled once per turn on smites since it’s inception and I also require you to call a smite before rolling to hit. If you miss the smite is wasted. I feel it’s the same as casting a spell and requiring an attack roll
@joshl4751
@joshl4751 Год назад
My proposed fixes to Paladin unique spell protections. Make Find Steed a divine invocation feature not a spell. Smites are a 4th spell list that Paladins get access to as a class feature. This means a few other game features can poach them (same as 5th ed), but Clerics don't have general access. Still allows you to specifically add these spells to other classes (e.g., as a sub-class list) and lets you give them to a whole other class/sub-class if desired (e.g., if you make an "inquisitor" class).
@Nethar6
@Nethar6 Год назад
Good idea witht the different statblocks Monty, but now I imagine adding a Swarm stat block where a higher level druid can turn into a swarm of critters
@Caiphex
@Caiphex Год назад
5e paladin with polearm master San burn 3 spell slots in the time a Wizard or Sorcerer can spend 1. Further, because they can choose to use it on my after a bit is landed they NEVER waste one. Sure a missed attack means I smite either on that attack but you didn't lose the spell slots which was never at risk. It's a big problem and I am glad they are addressing it.
@KristensEpicAdventures
@KristensEpicAdventures Год назад
I don't think our group is going to play OneD&D but I enjoy these videos to keep up with the proposed changes. Thanks for another great video! 🤓
@insanehiker5587
@insanehiker5587 Год назад
I like this idea of your proposal for Wild Shape, it feels like you treating a Druid's use of Wild Shape like a Warlock's Eldritch Invocations. As for the matter of HP, I would suggest creating a table that lists temp HP based on the beast's size plus your proficiency bonus, this way it build's the feeling that a druid's power grows with their level.
@stefanjentoft8107
@stefanjentoft8107 Год назад
As someone currently playing a druid and having seen druids in previous campaigns, I'll say this: of all of the classes in D&D, I think druids require both the most communication between player/DM as well as most trust by both that things won't get too out of hand too regularly. A former druid made a wonderful suggestion to me as I set about setting up this character to create an Excel doc of the frequently used wild shapes (including AC, HP, link to the stat block, and a brief list of benefits to that particular creature). This way, the DM has some idea of what chaos may ensue. One of the big challenges to WS is that the best time to control which are available to the PC is by controlling which creatures the druid has even encountered, but that proves a challenge as it's impossible to foresee all the problems a given wild shape could present. I will say that I'm very torn about the new WS. At one level, I like breaking the mold and have built a very non-WS-centric druid, and the way that "Channel Nature" is set up lends itself amazingly for building out other options. On the other hand, even as a Circle of Dreams druid, I find myself using the utility of Wild Shape all the time, whether for scouting or for acting as a pack-horse for hauling treasure. I REALLY like the idea you guys pitched about a limited set of forms. I will also say that one thing I appreciate about the druid as it currently is, is that it's an effort/reward trade off: very powerful, but it takes a lot of effort to juggle everything so I feel I'm being rewarded for putting in the effort.
@RoninXDarknight
@RoninXDarknight Год назад
Interesting idea for the druid's wildshape. Maybe to build on that, treat forms like a wizard's prepared spells. They learn a couple of these forms naturally as they level up but can then learn additional forms via training. Then each day when they prepare their spell lists they can also prepare a scaling set number of these forms from the list of what they know. I would still let them swap out forms they learned naturally as they level up if they decide that one they picked isn't really as useful or fun as they thought it would be. For the paladin, get rid of the smite spells entirely and bake those into the paladin class itself. As the paladin levels they get to pick a number of those as an alternate version they can use when they smite. Additionally, give the paladin a generic smite they can use x amount of times per day (I was thinking tie it to their paladin spell slots...half their spell slots per level, rounded down, minimum of 1,...so 2 level 1 smites and 1 ea. levels 2-5 @ paladin level 20) that doesn't require the use of spell slots but also wouldn't allow them to utilize the specialized smites (basically a cantrip level smite). This would help the paladin not run out of gas quite as quickly while also maintaining the ability to "go nova"...even if it isn't as nova as they once could do. Running with that, as a level 20 ability, allow the paladin to designate a specialized smite as "mastered" (ala Wizard) and let them use it at its lowest level w/their Cantrip Smite feature.
@apoclaydon
@apoclaydon Год назад
Druids only had access to forms that were seen. The hp pool is only really an issue early levels but not a big deal later on. The new wildshape makes wanting to cast polymorph on yourself more desirable
@EunoiaRPG
@EunoiaRPG Год назад
It's been a long time since I've read the material but I'm pretty sure they have changed wild shape to allow the druid to cast some spells while transformed, and they have changed barkskin/stoneskin to be temp HP That's where some additional power is put into the forms but you'll need to use spell slots
@PedroFerreira-ne3jv
@PedroFerreira-ne3jv Год назад
I’ll put the same thing I put on their oficial video because I can lmfao: Druid is my favorite class, I’ve been playing one for 2 years not(we are lvl 15) and would play another for 2 more years given the chance. I’m not a moon Druid fan but the base class and it’s fantasy has its grips on me for some time now and I can say that the only 3 things I like in this version draft is the standardization of the Wild Shape charges(now channel nature), the standardization of animal shapes and the new healing blossoms. Without entering too much into class fantasy and how Druids are wildly downplayed lore wise in dnd, we can say that wild shape is the core idea of Druid’s features in 5e. And that this feature has a wild amount of “cheesiness” and conflicting power levels on the 2014’s phb, being too weak or too strong depending on Druid level, amount of animals you DM let you transform into, subclass(specially moon druids), beast stat blocks published over the years and scenario(such as underwater). The changes on the PDF answers those problems but the solution was a hammer where a scalpel was needed, the utility of wildshape is highly questionable even for Moon Druids since the extra HP(admittedly broken in multiple scenarios) is gone, the base power of the stats Is more dependent on your build and the base class doesn’t work well in melee. Some of this changes by themselves could fix the problems but all of them, exacerbated as they are, severely hinder what is, unfortunately, one of the core features of the class. Furthermore, historically speaking, the most popular subclasses for Druid outside of the PHB where those who severely change the Druid’s relationship with the Wild Shape Charges, like the druid in Tasha’s Couldron of Everhing that, given more time, could eclipse the expectations that people have with the class as the “animal form caster” into something more like what they sound jn lore, as representatives of forces of nature. In the dryness of possibility’s that the now called Channel Nature feature represents, the new Healing Blossom(even if a bit narrow in flavor) and Wild Companion options really help to expand upon what the class is capable of, similar to how people praise other alternative uses such as the ones presented on the subclasses cited above. This looks like a good direction to go but then there are details that bother me, such as: If we assume more subclasses will try to do different things with Channel Nature, and we assume most people don’t like/use the wild shape feature in combat(and both of those are things said multiple times in the years of 5e) then why maintain Wild Shape as one of the most important things in the class? If moon Druids have a monopoly in Wild Shape(as they appear to be) then why not give them the features linked to it in the base class and expand about what the Druid can do by itself as a Herald of Nature, Embodiment of the Material Plane and Inner Planes? Why not allow Druids to interact more with other planes like the paladin does, when they are in the same group and have similar themes of protection of the world? If the idea is to maintain as close as possible to the 2014’s version then I urge you to not do this. Wild Shape is a restrictive much more than a feature to most people and I think we all would be happier with other direction to the Druid as a severely thematically handicapped class.
@mariop8852
@mariop8852 Год назад
I think they should keep unique spell lists because it keeps identities while also allowing subclasses and feats letting you get them if it's a specific build.
@SGast
@SGast Год назад
Generic spelllists make sense to me as it makes it so much easier to add on new classes and spells over time. Instead of having to say explicitly which classes have access to a spell in every book they can just say a class has access to all spells of this type and then you can just add all spells to your class spelllist depending on which materials you have. It makes sense with the toolkit approach of D&D as it akes matching so much easier. I think what is missing are prerequesits. You could easily use the generic spelllists and have a few very unique spells have the prerequisit of having at least one level in a specific class. So instead of having to explicitly list which spells match which class, you can always figure out which spells are available just by knowing your class and the types of spells available.
@MrJakeSuperior
@MrJakeSuperior Год назад
Your ideas for resolving balance issues with druid wild shape are really good and they feel similar to Battle Master Fighter maneuvers, so it's a familiar concept that players could adapt with easily.
@MitchT97
@MitchT97 Год назад
Warlock and Totem Barbarian should be the standard. I love the idea for limiting Druid but giving Druid more options as you described.
@save_often
@save_often Год назад
The limited wildshape attunements is the right idea for balance.
@KeelanJon
@KeelanJon Год назад
A lot of this Celtic folk lore also consists of Welsh folk lore, a little recognition for my countries history and wonder would be great xD
@letsbeginrpg
@letsbeginrpg Год назад
May I say I agree with everything you said. I agree with the comment on the paladin. Your points were accurate on the druid. The only thing i want to add is, if you want to make wildshape the core feature of the druid, and that wildshape being a combat ability, it must come with some form of suvivability in combat. Either the wildshape form has a higher AC of it gives temp HP or healing each round but if you turn into a wolf with an AC of 12; there is no way you're going to do that and go melee range with your little pool of HP.
@leahwilton785
@leahwilton785 Год назад
Just commenting to say that I loved your proposed Wild Shape solution
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