It strikes me that the (moon) druid is the best jack of all trades (beating out even the Bard and Cleric), primarily because of the capacity to also melee well thanks to Wild Shapes.
I know Barbarians would perhaps sometimes do better in fights without other characters being involved that they have to protect - but when it comes to the others pillars of the game, they have no features to support them…
So this leads me to a strange question… do you think druids would be better off by themselves, than in a party, where their flexibility is not held back?
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
No. They may have some advantages over some other characters when alone, but I wouldn’t say they were better off alone. I don’t think any class is better when alone. And the druids flexibility is, I think, better served when in a group
I think the game is designed to be played in a group but some classes and features definatly shine better by themselves - like the rogue - how many times has a rogues plan been ruined by a loud party or impaitent players?
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
Any class can be a solo class, if you have a DM that runs the campaign for it... but for diversity purpose, a Moon Druid is quite feasible of tackling any if your typical "hero" scenarios through Wild Shape and magic. But combat and sneaking is not what dnd is solely about. Charisma based situations will probably be the weakest scenario for most Druids, but you can just bypass some interactions depending on the DM.
Even then though, f you run a solo campaign, the game will probably be catered towards that specific PC's background, as the CR for encounters goes out the door with a single PC... unless you intend to have a lot NPC's. Most SOLO campaigns ive played or DM'D were with a rogue, bard, or fighter as the PC, and all three played out VERY differently.
Look, I'm with you OP. Yeah, Druid is an excellent solo.
No-one is "best" on their own. The game is made to have every player feel special, so it's built to give everyone something to do. But if you're solo: that's a good pick.*
Level 1 will be hell, but after that, you've got a stupid number of options, wildshape, spells, medium arm (if your DM will get you some).
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*But as I wrote somewhere about DMing classes, my Druid feels like it has to be downplayed. The stupid number of options you have can dominate play (oh, the druid is going on yet another tiny-spider adventure, yawn. Oh and now they're talking to bloody GRASS. THIRD TIME THIS SESSION. *explode*). So in a way, yeah, it's a bit better solo - not *stronger*, but you can go all-in.
Precisely, it’s why I kind of avoid Bard, Rogue and Druid a lot when making characters - because I like to be interacting with the other players and doing my own thing also - if I was able to go off by my own and do things… I’d hate to have to hold back all the time so I’m not hogging the spot light.
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
So... just as not to confuse the terminology of Solo Campaign... this doesn't mean SINGLE character in a party, it means SINGLE Player controlled Character. Depending on the game the DM made for you, you might not be the only source of skills, abilities or powers.. but you're usually the HERO that gets the job done.
So... just as not to confuse the terminology of Solo Campaign... this doesn't mean SINGLE character in a party, it means SINGLE Player controlled Character. Depending on the game the DM made for you, you might not be the only source of skills, abilities or powers.. but you're usually the HERO that gets the job done.
Erm, so, I think you're the only one who talked about a solo campaign...? The OP was pretty clear there was no party.
Pretty sure Cleric can use better magic and melee with heavy armor and martial proficiencies... and they aren't restricted to doing melee combat or spell casting separately. Druids specialty is survival with a separate HP pool, and exploration utility with wildshape variety. If any class was a "Jack of All Trades" it would be cleric, with spell power, armor and Melee adequacy. A light cleric is even the best level 2 nuker in the game, with a 30 ft PBAoE that deals 2d10+cleric level in damage with Channel Divinity. The majority of heavy armor Clerics might lack stealth, but they could optionally doff armor, and a Twilight Cleric has the greatest darkvision in the game, it's something like 300 ft. Clerics are start level OP. A moon Druid is right there next to them, in a one v one, probably stronger, but in a one v zerg, Light Cleric leaps ahead, and all clerics get Spiritual Weapon and Spiritual Guardians, keeping the damage relevant.
Pretty sure Cleric can use better magic and melee with heavy armor and martial proficiencies... and they aren't restricted to doing melee combat or spell casting separately. Druids specialty is survival with a separate HP pool, and exploration utility with wildshape variety. If any class was a "Jack of All Trades" it would be cleric, with spell power, armor and Melee adequacy. A light cleric is even the best level 2 nuker in the game, with a 30 ft PBAoE that deals 2d10+cleric level in damage with Channel Divinity. The majority of heavy armor Clerics might lack stealth, but they could optionally doff armor, and a Twilight Cleric has the greatest darkvision in the game, it's something like 300 ft. Clerics are start level OP. A moon Druid is right there next to them, in a one v one, probably stronger, but in a one v zerg, Light Cleric leaps ahead, and all clerics get Spiritual Weapon and Spiritual Guardians, keeping the damage relevant.
But how would a Cleric flee if outmatched, or do exploration or social sides of the game - Druids have toolkits for all of those things
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
I think the game is designed to be played in a group
I wish more people would acknowledge this because the way everybody seems to build and play, they pretend like they need to 100% cover all their bases and rely on nobody else. Like there's no room for roleplay specific aspects to my build because god forbid I don't pick the ultimate optimization...
I think the game is designed to be played in a group
I wish more people would acknowledge this because the way everybody seems to build and play, they pretend like they need to 100% cover all their bases and rely on nobody else. Like there's no room for roleplay specific aspects to my build because god forbid I don't pick the ultimate optimization...
A lot of this depends on the DM/Cha/Party type. Some people just want to have the most OP character. Some people play with inexperienced players that do not play well or support other party members. And lastly some DMs play a them versus the party style that almost requires players to be OP to survive. The DM can literally behind their screen do everything from overpower the party with monsters to fudge rolls or a combination of both. When a DM never seems to fail a dice roll (saving throw, ability check, always top 3 in initiative) it makes players change their style of play (spell casters quit trying to use save or suck spells and go pure damage) and try to become OP to survive.
I think the game is designed to be played in a group
I wish more people would acknowledge this because the way everybody seems to build and play, they pretend like they need to 100% cover all their bases and rely on nobody else. Like there's no room for roleplay specific aspects to my build because god forbid I don't pick the ultimate optimization...
A lot of this depends on the DM/Cha/Party type. Some people just want to have the most OP character. Some people play with inexperienced players that do not play well or support other party members. And lastly some DMs play a them versus the party style that almost requires players to be OP to survive. The DM can literally behind their screen do everything from overpower the party with monsters to fudge rolls or a combination of both. When a DM never seems to fail a dice roll (saving throw, ability check, always top 3 in initiative) it makes players change their style of play (spell casters quit trying to use save or suck spells and go pure damage) and try to become OP to survive.
That's very true. You really have to adjust to the game individually.
Bards are an excellent PC for when everybody but you is new. Face, skills, then you get to buff everyone else because the only expectation they seem to have of the game initially is how effective their character is going to be in combat. Bards make that happen easily without a single damage roll. Let them do the work while also being the leader. It's certainly an interesting experience.
Maybe not “better off” on their own, but if I were doing a 1 on 1 campaign, Druid is probably one of the most versatile options, and probably the one I’d pick. My personal choice would be Shepherd Druid though, not Moon.
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It strikes me that the (moon) druid is the best jack of all trades (beating out even the Bard and Cleric), primarily because of the capacity to also melee well thanks to Wild Shapes.
I know Barbarians would perhaps sometimes do better in fights without other characters being involved that they have to protect - but when it comes to the others pillars of the game, they have no features to support them…
So this leads me to a strange question… do you think druids would be better off by themselves, than in a party, where their flexibility is not held back?
No. They may have some advantages over some other characters when alone, but I wouldn’t say they were better off alone. I don’t think any class is better when alone. And the druids flexibility is, I think, better served when in a group
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I think the game is designed to be played in a group but some classes and features definatly shine better by themselves - like the rogue - how many times has a rogues plan been ruined by a loud party or impaitent players?
Any class can be a solo class, if you have a DM that runs the campaign for it... but for diversity purpose, a Moon Druid is quite feasible of tackling any if your typical "hero" scenarios through Wild Shape and magic. But combat and sneaking is not what dnd is solely about. Charisma based situations will probably be the weakest scenario for most Druids, but you can just bypass some interactions depending on the DM.
Even then though, f you run a solo campaign, the game will probably be catered towards that specific PC's background, as the CR for encounters goes out the door with a single PC... unless you intend to have a lot NPC's. Most SOLO campaigns ive played or DM'D were with a rogue, bard, or fighter as the PC, and all three played out VERY differently.
Look, I'm with you OP. Yeah, Druid is an excellent solo.
No-one is "best" on their own. The game is made to have every player feel special, so it's built to give everyone something to do. But if you're solo: that's a good pick.*
Level 1 will be hell, but after that, you've got a stupid number of options, wildshape, spells, medium arm (if your DM will get you some).
-
*But as I wrote somewhere about DMing classes, my Druid feels like it has to be downplayed. The stupid number of options you have can dominate play (oh, the druid is going on yet another tiny-spider adventure, yawn. Oh and now they're talking to bloody GRASS. THIRD TIME THIS SESSION. *explode*). So in a way, yeah, it's a bit better solo - not *stronger*, but you can go all-in.
Precisely, it’s why I kind of avoid Bard, Rogue and Druid a lot when making characters - because I like to be interacting with the other players and doing my own thing also - if I was able to go off by my own and do things… I’d hate to have to hold back all the time so I’m not hogging the spot light.
Hard to solo with just one concentration spell...love my other members that throw in some concentration spells to buff or help me.
So... just as not to confuse the terminology of Solo Campaign... this doesn't mean SINGLE character in a party, it means SINGLE Player controlled Character. Depending on the game the DM made for you, you might not be the only source of skills, abilities or powers.. but you're usually the HERO that gets the job done.
Erm, so, I think you're the only one who talked about a solo campaign...? The OP was pretty clear there was no party.
Pretty sure Cleric can use better magic and melee with heavy armor and martial proficiencies... and they aren't restricted to doing melee combat or spell casting separately. Druids specialty is survival with a separate HP pool, and exploration utility with wildshape variety. If any class was a "Jack of All Trades" it would be cleric, with spell power, armor and Melee adequacy. A light cleric is even the best level 2 nuker in the game, with a 30 ft PBAoE that deals 2d10+cleric level in damage with Channel Divinity. The majority of heavy armor Clerics might lack stealth, but they could optionally doff armor, and a Twilight Cleric has the greatest darkvision in the game, it's something like 300 ft. Clerics are start level OP. A moon Druid is right there next to them, in a one v one, probably stronger, but in a one v zerg, Light Cleric leaps ahead, and all clerics get Spiritual Weapon and Spiritual Guardians, keeping the damage relevant.
But how would a Cleric flee if outmatched, or do exploration or social sides of the game - Druids have toolkits for all of those things
I wish more people would acknowledge this because the way everybody seems to build and play, they pretend like they need to 100% cover all their bases and rely on nobody else. Like there's no room for roleplay specific aspects to my build because god forbid I don't pick the ultimate optimization...
A lot of this depends on the DM/Cha/Party type. Some people just want to have the most OP character. Some people play with inexperienced players that do not play well or support other party members. And lastly some DMs play a them versus the party style that almost requires players to be OP to survive. The DM can literally behind their screen do everything from overpower the party with monsters to fudge rolls or a combination of both. When a DM never seems to fail a dice roll (saving throw, ability check, always top 3 in initiative) it makes players change their style of play (spell casters quit trying to use save or suck spells and go pure damage) and try to become OP to survive.
That's very true. You really have to adjust to the game individually.
Bards are an excellent PC for when everybody but you is new. Face, skills, then you get to buff everyone else because the only expectation they seem to have of the game initially is how effective their character is going to be in combat. Bards make that happen easily without a single damage roll. Let them do the work while also being the leader. It's certainly an interesting experience.
Maybe not “better off” on their own, but if I were doing a 1 on 1 campaign, Druid is probably one of the most versatile options, and probably the one I’d pick. My personal choice would be Shepherd Druid though, not Moon.