I really have a hard time playing it because of the "holes" if have on the description of "how this or that suppose to work". Usually the answer is "-Go talk to your DM", but in my experience, its pretty comum to play with a team that accept and like RAW, and have a hard moving away from it, be that because it's style, or they doesn't fell comfortable with the balance from changing things or just because it's a new DM and he doesn't really know how he suppose to change or fill the Holes.
I played other classes too, and in comparison I fell like Druids miss some love on the writing, since on others the mechanics, by RAW, usually does not leave space for interpretation.
-Wildshape Right out of the gate, we have the: "beast that you have seen before", I played 3 tables over the last 2 years and on each one of those I had to use one different aspect to determinate what creatures I could and could not shape into. -DMG advice (Forest biome) -D.LvL/2+Wis -All non-exotic
-Moon Druid - Magic Itens It was very frustrating to play with a group of friends that keep getting strong with itens and be left "behind" since none of the itens I got, from the default book was "fit" to use on the shape-shifted form. Happen on more than one table that a played, basic itens like armors/shield/weapons helped everybody get strong, but me, to a point that I almost wasn't shaping anymore, unless for exploration(That could be commum for other Druids, but for Moo, it hurts).
-Non-Metal Armor For me this is the worse part, I love the comcept of druid not using metal armor. The problem is, by Jemery own words, the balance it's considering Medium armor proficiency and the book specify that druid can't wear metal armor but give no guidance about Scales or Bone or any other kind of material that can be used to make armor. I lost count the ammount of times I was denyied the possibility to get bones from an animal because (It's to hard) or get scales from other because (You need to have materials do preserve the "leather" so it don't go rot, and even so to remove, a professional..............,so no you can't). If you are balancing the class around the Medium armor, why wouldn't you give the "bases" on how to work with it? -Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. As the description is, there is nothing holding the creature to teleport to an slot that isn't even close to where the spirit is going, but still it fells vague... So the two times I played this class each time the DM had an different interpretation.
I Guess it's not necessary to continue to illustrate what I am talking about... And yeah, maybe it just me, so that is the reason I am here: Does anyone else have the felling that if the Druid got more love on the writing detail of it's mechanic he/she would be on less situations that you get frustrated because you have a different point of view from you DM?
For me, as a dm, I would say no exotics and to use the biomes found in XGE for recommendations. If the player really wanted to play a Dino (for wild shape or conjure animals) I would require him to write a convincing backstory to explain why he saw that particular Dino.
I don't like the "no metal" armor because of the explanation. (It is natural, it came from the earth) but I take it as a personal challenge to work with it.
The teleportation, I think it's just assumed that it is a bubble and where the spirit goes everyone goes.
... For "beasts you've seen"... using the charts in Xanathar's for finding the beasts of your area will or should help. (You are in or are from a forest, I think you've seen birds and squirrels and so-one.)
... For magic items... Playing a moon druid means you don't really need in-combat gear. There's the pendent for death saving-throws or the bracers of shielding but not much else. I think you should focus on non-combat items instead. Unless you play the murder-hobo style there are some really cool magic items that are better used out of combat.
...The metal armor thing... I mean you are in the same boat with barbarians and monks when it comes to armor. There isn't much for druids to wear, they're more like rogues when it comes to armor. I think you so ask your GM to throw you a bone and give you a "hunting" quest where you could gain non-metal equivalent medium armor. That way you don't need the crafting skills or tools and you also aren't being left in the breeze.
...Teleportation... Sorry but "to unoccupied spaces you can see" means everyone is moving to where you want to go because 15 feet isn't that far and they would have to want to go where you're facing. That doesn't leave anyone else much choice on where to appear.
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I really have a hard time playing it because of the "holes" if have on the description of "how this or that suppose to work". Usually the answer is "-Go talk to your DM", but in my experience, its pretty comum to play with a team that accept and like RAW, and have a hard moving away from it, be that because it's style, or they doesn't fell comfortable with the balance from changing things or just because it's a new DM and he doesn't really know how he suppose to change or fill the Holes.
I played other classes too, and in comparison I fell like Druids miss some love on the writing, since on others the mechanics, by RAW, usually does not leave space for interpretation.
-Wildshape
Right out of the gate, we have the: "beast that you have seen before", I played 3 tables over the last 2 years and on each one of those I had to use one different aspect to determinate what creatures I could and could not shape into.
-DMG advice (Forest biome)
-D.LvL/2+Wis
-All non-exotic
-Moon Druid - Magic Itens
It was very frustrating to play with a group of friends that keep getting strong with itens and be left "behind" since none of the itens I got, from the default book was "fit" to use on the shape-shifted form. Happen on more than one table that a played, basic itens like armors/shield/weapons helped everybody get strong, but me, to a point that I almost wasn't shaping anymore, unless for exploration(That could be commum for other Druids, but for Moo, it hurts).
-Non-Metal Armor
For me this is the worse part, I love the comcept of druid not using metal armor. The problem is, by Jemery own words, the balance it's considering Medium armor proficiency and the book specify that druid can't wear metal armor but give no guidance about Scales or Bone or any other kind of material that can be used to make armor. I lost count the ammount of times I was denyied the possibility to get bones from an animal because (It's to hard) or get scales from other because (You need to have materials do preserve the "leather" so it don't go rot, and even so to remove, a professional..............,so no you can't).
If you are balancing the class around the Medium armor, why wouldn't you give the "bases" on how to work with it?
-Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see.
As the description is, there is nothing holding the creature to teleport to an slot that isn't even close to where the spirit is going, but still it fells vague... So the two times I played this class each time the DM had an different interpretation.
I Guess it's not necessary to continue to illustrate what I am talking about... And yeah, maybe it just me, so that is the reason I am here:
Does anyone else have the felling that if the Druid got more love on the writing detail of it's mechanic he/she would be on less situations that you get frustrated because you have a different point of view from you DM?
Thanks for the Attention :)
I would reccomend reading the section about this exact thing in xanathars guide to everything
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AMOF, when I made the reference to DMG on my Topic the correct source was Xanathar. I confused
Wild shape:
For me, as a dm, I would say no exotics and to use the biomes found in XGE for recommendations. If the player really wanted to play a Dino (for wild shape or conjure animals) I would require him to write a convincing backstory to explain why he saw that particular Dino.
I don't like the "no metal" armor because of the explanation. (It is natural, it came from the earth) but I take it as a personal challenge to work with it.
The teleportation, I think it's just assumed that it is a bubble and where the spirit goes everyone goes.
... For "beasts you've seen"... using the charts in Xanathar's for finding the beasts of your area will or should help. (You are in or are from a forest, I think you've seen birds and squirrels and so-one.)
... For magic items... Playing a moon druid means you don't really need in-combat gear. There's the pendent for death saving-throws or the bracers of shielding but not much else. I think you should focus on non-combat items instead. Unless you play the murder-hobo style there are some really cool magic items that are better used out of combat.
...The metal armor thing... I mean you are in the same boat with barbarians and monks when it comes to armor. There isn't much for druids to wear, they're more like rogues when it comes to armor. I think you so ask your GM to throw you a bone and give you a "hunting" quest where you could gain non-metal equivalent medium armor. That way you don't need the crafting skills or tools and you also aren't being left in the breeze.
...Teleportation... Sorry but "to unoccupied spaces you can see" means everyone is moving to where you want to go because 15 feet isn't that far and they would have to want to go where you're facing. That doesn't leave anyone else much choice on where to appear.