I believe, that the Wild form should be with fixed templates and with optional traits to choose from (We choose 3 extra traits, or 4 if you are from the moon, Tiny and Huge sizes count as 2 chosen Traits.) so it has variety in the templates and options, some features should have a variability according to the level of the druid, apart from the fact that some features are only available for Flying, aquatic or terrestrial form, or if you are from the circle of the moon.
Examples:
Possibility that the Aquatic Form has the option of having damage resistance for , since many aquatic creatures can go very deep, therefore they resist pressure changes a little more.
That the flying forms (and perhaps the aquatic one, to drown creatures.) have an advantage to grab a Tiny creature, or if it is more than level 10 or is from the circle of the moon they will also cover the small ones (That way you provide an option using that to grab an enemy and fly high to drop it to indirectly damage them for falling damage, like some predatory birds do.)
Thick Skin: +1 armor, or +2 from level 10 (Land and water)
Night: Night vision 15 feet, improving to 30 if you are level 5, 60 if you are level 11, and 120 if you are level 18.
Excavator: You gain a movement speed Digging of 10 feet, from level 7 (Only if you are medium or greater) you can leave a tunnel through which one of a smaller size can crawl (Without crawling if it is 2 times smaller than you), this digging speed increases to 20 at level 15.
In addition, the base speed of the flyer should be greater than the terrestrial one, flying animals usually have more speed: 50, in exchange reduce the speed on the ground to 10, from level 13 it increases to 60.
Enhanced Speed: All of your animal form's speeds are all increased by 50% (If she is tiny and uses this trait, she maintains the base speed of her larger forms.)
Tripper (Ground only): If you move 20 feet in that same turn before making an attack with your natural weapons, you can additionally trip the creature if it does not pass a Strength or Dexterity save (Your choice.) From level X, You are Huge and if you move within 30 feet, that roll will be made at disadvantage.
Steady Feet (Ground Only): Advantage to avoid being knocked down and your carrying capacity is doubled.
Skillful hands (Only Earth): You can wield and maintain your skills to manipulate objects, From level 13 you can use the magical attributes of those who do not have metal (Except if it is a golden sickle or a trident)
Circle of the moon from level X (Only Aquatic and Terrestrial): Enable Enormous size, in this way you have a DISADVANTAGE on Dexterity, initiative, Intelligence and Constitution tests (you tire faster and it is more difficult to handle such a large body.), as well as in dexterity saving throws or to maintain concentration, +10 in all his movement speeds, advantage in Strength tests, knock down and push. +1 to Armor and when attacking it gets critical with 19 or 20, +5 to range. This Form spends 2 uses.
Tiny (All Subclasses from 5th level, or 3rd level but Circle of the Moon): Advantage on Dexterity and Initiative rolls, disadvantage on Strength and Constitution checks and saves. You deal half damage and have half on all of your speed. -2 to Armor, Ranged attacks made against you from more than 20 feet are made at Debuff.
Agile (Small or Tiny Ground Only): Difficult terrain does not affect you and you can use your reaction to halve your falling damage.
The maximum Duration of Tiny and Huge forms will be 1 minute per Druid level.
Thus, separating some traits for 1 or 2 of the standard templates (and in some cases also discriminating if it is for a certain size or if you are of a certain circle) we will be able to distribute more traits and differentiate even more the terrestrial, aquatic and flying ones, with this only You must have 3 templates: Land, Water, and Flying, along with 2 additional ones that indicate the modifications for the Tiny and Huge sizes. You will not need so many templates and there will be variety, in addition the different forms will be useful, also being able to avoid that all the traits are available in all the forms can limit one that is potentially too useful or powerful for all the Druids or for a circle u benefit more.
Total Damage to Party (Druid) = 1080 = 3.9 x more damage than under the Barbarian Total Damage to Party (Barbarian) 280
TL:DR Druid combat lasts 2-3 more rounds, requires 4-5 more healing spells to be cast, and results in 3-4x more damage dealt to the party than the Barbarian
Just to compare to the current Moon druid in this scenario.
All party members action before the Tarrasque, Tarrasque deals 232 damage each round (guaranteed to hit) the moon druid shapes into an elemental and just badmouths the Tarrasque each round.
Round 1 (Earth Elemental Druid): Tarrasque HP = 676-75 = 601 Damage to Druid = 116 Total Damage to party = 0
Round 2 (Earth Elemental Druid): Tarrasque HP = 526 Damage to Druid = 116 Total Damage to party = 0
Round 3 (Earth Elemental Druid): Tarrasque HP = 451 Damage to Druid = 116 Total Damage to party = 0
Round 4 (Earth Elemental Druid): Tarrasque HP = 376 Damage to Druid = 116 Total Damage to party = 0
Round 5 (Earth Elemental Druid): Tarrasque HP = 301 Damage to Druid = 116 Total Damage to party = 0
Round 6 (Earth Elemental Druid): Tarrasque HP = 226 Damage to Druid = 116 Total Damage to party = 0
Round 7 (Earth Elemental Druid): Tarrasque HP = 151 Damage to Druid = 116 Total Damage to party = 0
Round 8 (Earth Elemental Druid): Tarrasque HP = 76 Damage to Druid = 116 Total Damage to party = 0
Round 9 (Earth Elemental Druid): Tarrasque HP = 1 Damage to Druid = 116 Total Damage to party = 0
Is the hypothetical situation of the druid v barbarian limited to 20th level PCs? If so, I do think that unlimited WS at L20 is the problem. It needs to go. I wouldn't allow it as a DM (and I'm very pro-druid).
Below level 20, the # of times a druid can WS is limited, correct?
Rollback Post to RevisionRollBack
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Total Damage to Party (Druid) = 1080 = 3.9 x more damage than under the Barbarian Total Damage to Party (Barbarian) 280
TL:DR Druid combat lasts 2-3 more rounds, requires 4-5 more healing spells to be cast, and results in 3-4x more damage dealt to the party than the Barbarian
Just to compare to the current Moon druid in this scenario.
Current Moon Druid is busted at level 20, everyone knows this and nobody is arguing differently. But level 5-19 Moon Druid is completely fine and even at times weak compared to other characters of a similar level. But regular ordinary WS is not viable in combat for non-Moon Druids even at level 20.
Yes, so the only place where the Moon Druid needs tweaking is Level 2 - 4. The Moon Druid is definitely OP at level 2, and probably at levels 2-4. At level 2, Moon druids should not get to WS into CR 1 beasts (e.g., Giant Hyena w/ 45 HP). The simplest fix for the Moon Druid's WS is:
Level 2: 1/2 CR beasts
Levels 3 - 4: WS into some of the weaker CR 1 beasts (weaker of the beasts ranked by average DPR + HP)
Level 5: any CR 1 beast
This would solve the main problem, i.e., the Moon Druid is OP at lower levels. I have no problem with the other tweaks to druids in UA8, but the main problem that 5e needs is to ensure the Moon Druid is not OP.
The ultimate goal when reevaluating any class is to ensure that it the class is balanced in terms of offense (DPR) and defense (AC + HP) compared to other classes. The druid is a caster, but not as strong as the other casters (go look at how weak 7th and 8th level druid spells are). And the druid is not a good melee combatant because of AC and HP. WS is a limited (twice per 8 hours) melee combat option for a Moon Druid, whether they are comparable to the martial classes.
Yes, so the only place where the Moon Druid needs tweaking is Level 2 - 4. The Moon Druid is definitely OP at level 2, and probably at levels 2-4. At level 2, Moon druids should not get to WS into CR 1 beasts (e.g., Giant Hyena w/ 45 HP). The simplest fix for the Moon Druid's WS is:
Level 2: 1/2 CR beasts
Levels 3 - 4: WS into some of the weaker CR 1 beasts (weaker of the beasts ranked by average DPR + HP)
Level 5: any CR 1 beast
This would solve the main problem, i.e., the Moon Druid is OP at lower levels. I have no problem with the other tweaks to druids in UA8, but the main problem that 5e needs is to ensure the Moon Druid is not OP.
The ultimate goal when reevaluating any class is to ensure that it the class is balanced in terms of offense (DPR) and defense (AC + HP) compared to other classes. The druid is a caster, but not as strong as the other casters (go look at how weak 7th and 8th level druid spells are). And the druid is not a good melee combatant because of AC and HP. WS is a limited (twice per 8 hours) melee combat option for a Moon Druid, whether they are comparable to the martial classes.
I would suggest that before continuing commenting that you find out more about the latest UAs (https://www.dndbeyond.com/sources/ua), since commenting on the moon in the 2nd, or others, may be somewhat outdated, which covering the druid are 4, 6 and 8. 8 is the most recent and surely what it contains is the most similar to the one that will be printed in PHB 2024 with respect to the other versions of barbarian, druid and monk, although it is unknown what other changes it may have through the latest comments and tests internals that will be carried out.
These cover some of the problems seen in the classes.
ALL subclasses will start at level 3.
We also do not know how the PHB 2024 beasts will change
For me, the current issue with Wild Shape is that there are numerous options for the player, introducing a considerable amount of uncertainty for Dungeon Masters. Is that problematic? Perhaps, as it may require improvisation and the creation of homebrew rules during the role-playing session.
- Is there a lower limit to the size of creature a druid can wild shape into? (link)
RAW, you can transform into any common beasts in your world with different sizes because the size is not precisely defined, really. In DnD 3e, we had at least the size diminutive (6 in.-1 ft.) and tiny was 1 ft.-2 ft.
To be honest, allowing the druid to transform into a parasite or a worm seems a bit odd, as it raises the challenge of justifying how it's possible to maintain high intelligence or wisdom with a microscopic brain.
I'm okay with having some restrictions, whether it's a specific list of options or at least a more limited range of choices based on similar types of beasts.
To be honest, allowing the druid to transform into a parasite or a worm seems a bit odd, as it raises the challenge of justifying how it's possible to maintain high intelligence or wisdom with a microscopic brain.
Because magic! Tons of D&D magic straight up violates the laws of physics, so breaking biological realism isn't a problem.
And 5e is full of improvisation, it's even written into the rules in multiple places. It exists as a "Rules : Medium" system, which falls in between something like Pathfinder ("Rules : Heavy") that has explicit rules for everything and improvisation is generally discouraged, and Dungeon World ("Rules : Light") that has only a few explicit rules and relies mostly on improvisation. In 5e, each table and to some degree each player can choose how much they want to improvise vs use the rules, which IMO is why 5e can work for both types of players.
- Is there a lower limit to the size of creature a druid can wild shape into? (link)
These are all very easily answered if thought about in the broader context of 5e. For instance consider the "Sleep" spell - do ambient insects count against the HP total of "Sleep"? Because in a 20 ft sphere of air, water, and dirt there will be dozens if not hundreds of flies, worms, ants, termites, beetles, aphids, spiders etc... If all of them have 1 hp and count against the total for "Sleep" then Sleep would be entirely useless out doors since all the HP total will get used up on the dozens of 1 hp ambient bugs. Thus it is clear there must be a distinction between "Creatures" that have at least 1 hp, and ambient critters that form part of the background scenery - just like there is a difference between a monstrous plant that exists in the MM and ambient vegetation that exists everywhere.
Since "Beast" is a subcategory of "Creature" we can infer that the Druid's WS does not extend to the realm of ambient critters and is limited to creatures that would have at least 1 hp, this generally means they are capable of dealing at least 1 hp of damage to an ordinary human. Note that this isn't to say 5E shouldn't also include a Diminutive category - it definitely should b/c the grappling rules get extremely weird in the current iteration: a Tiny Bat is capable of grappling & immobilizing a Small Halfling, which would make it a pretty big bat...
To be honest, allowing the druid to transform into a parasite or a worm seems a bit odd, as it raises the challenge of justifying how it's possible to maintain high intelligence or wisdom with a microscopic brain.
Because magic! Tons of D&D magic straight up violates the laws of physics, so breaking biological realism isn't a problem.
And 5e is full of improvisation...
That's the key: improvisation is good if you, as the DM, want that. I prefer having a bit of constraint in the rules. For that reason, I liked the ideas proposed in Unearthed Arcana #8 for the Druids.
Also, IMHO, too much improvisation could be a problem, as I mentioned, because you would need to apply or change rules constantly and, who knows, maybe discuss those unspecified rules with the players.
For instance consider the "Sleep" spell - do ambient insects count against the HP total of "Sleep"? Because in a 20 ft sphere of air, water, and dirt there will be dozens if not hundreds of flies, worms, ants, termites, beetles, aphids, spiders etc... If all of them have 1 hp and count against the total for "Sleep" then Sleep would be entirely useless out doors since all the HP total will get used up on the dozens of 1 hp ambient bugs.
I don't know 😅 it's part of the problem. Unspecified in the spell. My opinion? Sleep affects to the creatures described by the DM in that moment.
Since "Beast" is a subcategory of "Creature" we can infer that the Druid's WS does not extend to the realm of ambient critters and is limited to creatures that would have at least 1 hp
Why? Is that a homebrew rule, right? Is a worm not considered a tiny beast in your interpretation? Maybe it has 0.1 hp, and then, where is the rule stating that you cannot transform into a beast with 0 to 0.9 hp?
I know, this a (very) bad joke, but that's the point for me. RAW, you cannot tell your players: "no, worms, small spiders (less than 1 ft) and flies are forbidden for you".
I know, this a (very) bad joke, but that's the point for me. RAW, you cannot tell your players: "no, worms, small spiders (less than 1 ft) and flies are forbidden for you".
RAW is the bane of our existence! There is one and only one area in life where words are taken completely literally and everything is carefully and rigorously defined in perfect detail and that is in Law. Playing a TTRPG game should not require a Law degree, and its rules should not be written in Legalese. Game designers should be able to trust the people in general are reasonable and have common sense, so they don't need to spell out that boiling soup is indeed hot and dumping it over an enemy will burn them.
If you choose to interpret the rules such that parts of the game no longer work - i.e. that Sleep just causes a bunch of random bugs to fall asleep and does nothing to the intended targets - that's your choice not the fault of the game designers. Or if you choose to make contradictory rulings - i.e. that random bugs count as "Creatures - beasts" for WS but not for Sleep - that is like likewise your choice not the fault of the game designers. You can absolutely tell your players "no, worms, small spiders, or flies" just as you can tell your players "no, amoebas, or mayflies (which have a lifespan of 5 minutes)" because remember anything you can WS into, they could also Polymorph the enemies into - so that "mayfly" form is a 1-save kill available from level 7 if you allow it.
The RAW is that the DM interprets the rules for the table. That means you have RAW justification to rule however you want.
PS not only does interpreting every possible animal as a "creature - beast" break the Sleep spell, it breaks many other as well. Teleport, Dimension Door, Thunderstep, and Wind Walk are all limited to a specific number of creatures, this means they won't work if one of those creatures has: malaria (malaria parasites are single-celled animals), or head lice, or fleas, or intestinal worms, or bloodflukes, or just normal gut microbiota (many creatures in you guts are single-celled animals). Basically any spell, magic item, or ability that is limited to a fixed number of creatures cannot be used if every single thing that science classifies in the Kingdom Animalia counts as a "Creature".
PPS: fractional hit points do not exist, otherwise it would be unnecessary to round damage after applying resistances.
That's the key: improvisation is good if you, as the DM, want that. I prefer having a bit of constraint in the rules. For that reason, I liked the ideas proposed in Unearthed Arcana #8 for the Druids.
You can like whatever you want, but the ideas in UA8 are going to make the game incredibly boring and homogeneous. Creativity is no longer allowed. Want to turn into a Kangaroo? Too bad, it isn't in the PHB so you can't. Want to turn into a Giraffe? Too bad, not in the PHB. Want to turn into a flying squirrel? - Nope! Or a Dolphin? - No. Or a Parrot? - NA. Or a Hippo? - Forget about it. Turn into the identical Wolf, Spider, Bear, Cat or Horse that every other druid in every other game transforms into.
And why do you only want Druids to be limited? Why can Wizards have free reign to transform into fleas using Polymorph but not a Druid using WS?
and, who knows, maybe discuss those unspecified rules with the players
Oh God! No! Please No! Don't make me actually talk to the players at my table! What's next on this horrific list of requirements to be a DM? Having to adapt pre-written material to incorporate my player's character's backstories? Or oh gods..., having to consider the differing needs and wants of my players? No! I can't take it! Please let me go back to my cushioned room where players are soulless robots that just do what the books tell them to do, and never once have their own thoughts or feelings.... (jk).
@Agilemind sorry if I bothered you with my opinion about the new Druids, or if I bothered you with my thoughts about a problem I see with the current Wild Shape due to the rules about the size Tiny without specifying limits and the type of creature, Beast, without specifying some constraints.
By the way, the example about the Sleep spell is yours, and I have zero problems with that spell.
I prefer not to continue our conversation. Thanks anyway for your replies.
I believe, that the Wild form should be with fixed templates and with optional traits to choose from (We choose 3 extra traits, or 4 if you are from the moon, Tiny and Huge sizes count as 2 chosen Traits.) so it has variety in the templates and options, some features should have a variability according to the level of the druid, apart from the fact that some features are only available for Flying, aquatic or terrestrial form, or if you are from the circle of the moon.
Examples:
Possibility that the Aquatic Form has the option of having damage resistance for , since many aquatic creatures can go very deep, therefore they resist pressure changes a little more.
That the flying forms (and perhaps the aquatic one, to drown creatures.) have an advantage to grab a Tiny creature, or if it is more than level 10 or is from the circle of the moon they will also cover the small ones (That way you provide an option using that to grab an enemy and fly high to drop it to indirectly damage them for falling damage, like some predatory birds do.)
Thick Skin: +1 armor, or +2 from level 10 (Land and water)
Night: Night vision 15 feet, improving to 30 if you are level 5, 60 if you are level 11, and 120 if you are level 18.
Excavator: You gain a movement speed Digging of 10 feet, from level 7 (Only if you are medium or greater) you can leave a tunnel through which one of a smaller size can crawl (Without crawling if it is 2 times smaller than you), this digging speed increases to 20 at level 15.
In addition, the base speed of the flyer should be greater than the terrestrial one, flying animals usually have more speed: 50, in exchange reduce the speed on the ground to 10, from level 13 it increases to 60.
Enhanced Speed: All of your animal form's speeds are all increased by 50% (If she is tiny and uses this trait, she maintains the base speed of her larger forms.)
Tripper (Ground only): If you move 20 feet in that same turn before making an attack with your natural weapons, you can additionally trip the creature if it does not pass a Strength or Dexterity save (Your choice.) From level X, You are Huge and if you move within 30 feet, that roll will be made at disadvantage.
Steady Feet (Ground Only): Advantage to avoid being knocked down and your carrying capacity is doubled.
Skillful hands (Only Earth): You can wield and maintain your skills to manipulate objects, From level 13 you can use the magical attributes of those who do not have metal (Except if it is a golden sickle or a trident)
Circle of the moon from level X (Only Aquatic and Terrestrial): Enable Enormous size, in this way you have a DISADVANTAGE on Dexterity, initiative, Intelligence and Constitution tests (you tire faster and it is more difficult to handle such a large body.), as well as in dexterity saving throws or to maintain concentration, +10 in all his movement speeds, advantage in Strength tests, knock down and push. +1 to Armor and when attacking it gets critical with 19 or 20, +5 to range. This Form spends 2 uses.
Tiny (All Subclasses from 5th level, or 3rd level but Circle of the Moon): Advantage on Dexterity and Initiative rolls, disadvantage on Strength and Constitution checks and saves. You deal half damage and have half on all of your speed. -2 to Armor, Ranged attacks made against you from more than 20 feet are made at Debuff.
Agile (Small or Tiny Ground Only): Difficult terrain does not affect you and you can use your reaction to halve your falling damage.
The maximum Duration of Tiny and Huge forms will be 1 minute per Druid level.
Thus, separating some traits for 1 or 2 of the standard templates (and in some cases also discriminating if it is for a certain size or if you are of a certain circle) we will be able to distribute more traits and differentiate even more the terrestrial, aquatic and flying ones, with this only You must have 3 templates: Land, Water, and Flying, along with 2 additional ones that indicate the modifications for the Tiny and Huge sizes. You will not need so many templates and there will be variety, in addition the different forms will be useful, also being able to avoid that all the traits are available in all the forms can limit one that is potentially too useful or powerful for all the Druids or for a circle u benefit more.
Just to compare to the current Moon druid in this scenario.
All party members action before the Tarrasque, Tarrasque deals 232 damage each round (guaranteed to hit) the moon druid shapes into an elemental and just badmouths the Tarrasque each round.
Round 1 (Earth Elemental Druid):
Tarrasque HP = 676-75 = 601
Damage to Druid = 116
Total Damage to party = 0
Round 2 (Earth Elemental Druid):
Tarrasque HP = 526
Damage to Druid = 116
Total Damage to party = 0
Round 3 (Earth Elemental Druid):
Tarrasque HP = 451
Damage to Druid = 116
Total Damage to party = 0
Round 4 (Earth Elemental Druid):
Tarrasque HP = 376
Damage to Druid = 116
Total Damage to party = 0
Round 5 (Earth Elemental Druid):
Tarrasque HP = 301
Damage to Druid = 116
Total Damage to party = 0
Round 6 (Earth Elemental Druid):
Tarrasque HP = 226
Damage to Druid = 116
Total Damage to party = 0
Round 7 (Earth Elemental Druid):
Tarrasque HP = 151
Damage to Druid = 116
Total Damage to party = 0
Round 8 (Earth Elemental Druid):
Tarrasque HP = 76
Damage to Druid = 116
Total Damage to party = 0
Round 9 (Earth Elemental Druid):
Tarrasque HP = 1
Damage to Druid = 116
Total Damage to party = 0
Round 10 Tarrasque is Dead!
-------------------------------------------------------------
Total Damage to Party (Druid) = 0
Total Damage to Party (Barbarian) 280 and a 9th, 7th, and 6th level spell used up.
Is the hypothetical situation of the druid v barbarian limited to 20th level PCs? If so, I do think that unlimited WS at L20 is the problem. It needs to go. I wouldn't allow it as a DM (and I'm very pro-druid).
Below level 20, the # of times a druid can WS is limited, correct?
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Current Moon Druid is busted at level 20, everyone knows this and nobody is arguing differently. But level 5-19 Moon Druid is completely fine and even at times weak compared to other characters of a similar level. But regular ordinary WS is not viable in combat for non-Moon Druids even at level 20.
Yes, so the only place where the Moon Druid needs tweaking is Level 2 - 4. The Moon Druid is definitely OP at level 2, and probably at levels 2-4. At level 2, Moon druids should not get to WS into CR 1 beasts (e.g., Giant Hyena w/ 45 HP). The simplest fix for the Moon Druid's WS is:
This would solve the main problem, i.e., the Moon Druid is OP at lower levels. I have no problem with the other tweaks to druids in UA8, but the main problem that 5e needs is to ensure the Moon Druid is not OP.
The ultimate goal when reevaluating any class is to ensure that it the class is balanced in terms of offense (DPR) and defense (AC + HP) compared to other classes. The druid is a caster, but not as strong as the other casters (go look at how weak 7th and 8th level druid spells are). And the druid is not a good melee combatant because of AC and HP. WS is a limited (twice per 8 hours) melee combat option for a Moon Druid, whether they are comparable to the martial classes.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I would suggest that before continuing commenting that you find out more about the latest UAs (https://www.dndbeyond.com/sources/ua), since commenting on the moon in the 2nd, or others, may be somewhat outdated, which covering the druid are 4, 6 and 8. 8 is the most recent and surely what it contains is the most similar to the one that will be printed in PHB 2024 with respect to the other versions of barbarian, druid and monk, although it is unknown what other changes it may have through the latest comments and tests internals that will be carried out.
These cover some of the problems seen in the classes.
ALL subclasses will start at level 3.
We also do not know how the PHB 2024 beasts will change
For me, the current issue with Wild Shape is that there are numerous options for the player, introducing a considerable amount of uncertainty for Dungeon Masters. Is that problematic? Perhaps, as it may require improvisation and the creation of homebrew rules during the role-playing session.
For example:
- Using Wild Shape to hide (as a parasite) (link)
- How tiny is a Tiny spider? (link)
- Is there a lower limit to the size of creature a druid can wild shape into? (link)
RAW, you can transform into any common beasts in your world with different sizes because the size is not precisely defined, really. In DnD 3e, we had at least the size diminutive (6 in.-1 ft.) and tiny was 1 ft.-2 ft.
To be honest, allowing the druid to transform into a parasite or a worm seems a bit odd, as it raises the challenge of justifying how it's possible to maintain high intelligence or wisdom with a microscopic brain.
I'm okay with having some restrictions, whether it's a specific list of options or at least a more limited range of choices based on similar types of beasts.
Because magic! Tons of D&D magic straight up violates the laws of physics, so breaking biological realism isn't a problem.
And 5e is full of improvisation, it's even written into the rules in multiple places. It exists as a "Rules : Medium" system, which falls in between something like Pathfinder ("Rules : Heavy") that has explicit rules for everything and improvisation is generally discouraged, and Dungeon World ("Rules : Light") that has only a few explicit rules and relies mostly on improvisation. In 5e, each table and to some degree each player can choose how much they want to improvise vs use the rules, which IMO is why 5e can work for both types of players.
These are all very easily answered if thought about in the broader context of 5e. For instance consider the "Sleep" spell - do ambient insects count against the HP total of "Sleep"? Because in a 20 ft sphere of air, water, and dirt there will be dozens if not hundreds of flies, worms, ants, termites, beetles, aphids, spiders etc... If all of them have 1 hp and count against the total for "Sleep" then Sleep would be entirely useless out doors since all the HP total will get used up on the dozens of 1 hp ambient bugs. Thus it is clear there must be a distinction between "Creatures" that have at least 1 hp, and ambient critters that form part of the background scenery - just like there is a difference between a monstrous plant that exists in the MM and ambient vegetation that exists everywhere.
Since "Beast" is a subcategory of "Creature" we can infer that the Druid's WS does not extend to the realm of ambient critters and is limited to creatures that would have at least 1 hp, this generally means they are capable of dealing at least 1 hp of damage to an ordinary human. Note that this isn't to say 5E shouldn't also include a Diminutive category - it definitely should b/c the grappling rules get extremely weird in the current iteration: a Tiny Bat is capable of grappling & immobilizing a Small Halfling, which would make it a pretty big bat...
That's the key: improvisation is good if you, as the DM, want that. I prefer having a bit of constraint in the rules. For that reason, I liked the ideas proposed in Unearthed Arcana #8 for the Druids.
Also, IMHO, too much improvisation could be a problem, as I mentioned, because you would need to apply or change rules constantly and, who knows, maybe discuss those unspecified rules with the players.
I don't know 😅 it's part of the problem. Unspecified in the spell. My opinion? Sleep affects to the creatures described by the DM in that moment.
Why? Is that a homebrew rule, right? Is a worm not considered a tiny beast in your interpretation? Maybe it has 0.1 hp, and then, where is the rule stating that you cannot transform into a beast with 0 to 0.9 hp?
I know, this a (very) bad joke, but that's the point for me. RAW, you cannot tell your players: "no, worms, small spiders (less than 1 ft) and flies are forbidden for you".
RAW is the bane of our existence! There is one and only one area in life where words are taken completely literally and everything is carefully and rigorously defined in perfect detail and that is in Law. Playing a TTRPG game should not require a Law degree, and its rules should not be written in Legalese. Game designers should be able to trust the people in general are reasonable and have common sense, so they don't need to spell out that boiling soup is indeed hot and dumping it over an enemy will burn them.
If you choose to interpret the rules such that parts of the game no longer work - i.e. that Sleep just causes a bunch of random bugs to fall asleep and does nothing to the intended targets - that's your choice not the fault of the game designers. Or if you choose to make contradictory rulings - i.e. that random bugs count as "Creatures - beasts" for WS but not for Sleep - that is like likewise your choice not the fault of the game designers. You can absolutely tell your players "no, worms, small spiders, or flies" just as you can tell your players "no, amoebas, or mayflies (which have a lifespan of 5 minutes)" because remember anything you can WS into, they could also Polymorph the enemies into - so that "mayfly" form is a 1-save kill available from level 7 if you allow it.
The RAW is that the DM interprets the rules for the table. That means you have RAW justification to rule however you want.
PS not only does interpreting every possible animal as a "creature - beast" break the Sleep spell, it breaks many other as well. Teleport, Dimension Door, Thunderstep, and Wind Walk are all limited to a specific number of creatures, this means they won't work if one of those creatures has: malaria (malaria parasites are single-celled animals), or head lice, or fleas, or intestinal worms, or bloodflukes, or just normal gut microbiota (many creatures in you guts are single-celled animals). Basically any spell, magic item, or ability that is limited to a fixed number of creatures cannot be used if every single thing that science classifies in the Kingdom Animalia counts as a "Creature".
PPS: fractional hit points do not exist, otherwise it would be unnecessary to round damage after applying resistances.
You can like whatever you want, but the ideas in UA8 are going to make the game incredibly boring and homogeneous. Creativity is no longer allowed. Want to turn into a Kangaroo? Too bad, it isn't in the PHB so you can't. Want to turn into a Giraffe? Too bad, not in the PHB. Want to turn into a flying squirrel? - Nope! Or a Dolphin? - No. Or a Parrot? - NA. Or a Hippo? - Forget about it. Turn into the identical Wolf, Spider, Bear, Cat or Horse that every other druid in every other game transforms into.
And why do you only want Druids to be limited? Why can Wizards have free reign to transform into fleas using Polymorph but not a Druid using WS?
Oh God! No! Please No! Don't make me actually talk to the players at my table! What's next on this horrific list of requirements to be a DM? Having to adapt pre-written material to incorporate my player's character's backstories? Or oh gods..., having to consider the differing needs and wants of my players? No! I can't take it! Please let me go back to my cushioned room where players are soulless robots that just do what the books tell them to do, and never once have their own thoughts or feelings.... (jk).
@Agilemind sorry if I bothered you with my opinion about the new Druids, or if I bothered you with my thoughts about a problem I see with the current Wild Shape due to the rules about the size Tiny without specifying limits and the type of creature, Beast, without specifying some constraints.
By the way, the example about the Sleep spell is yours, and I have zero problems with that spell.
I prefer not to continue our conversation. Thanks anyway for your replies.