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Harm for Druids
Posted: Tue Aug 14, 2007 3:03 am
by Glim
Hello,
Looking at my spell list and then consulting the PHB it appears that druids should get harm and heal. On FK though, they are given heal, but not harm. I am curious why this is and if it should be fixed.
Thanks,
Posted: Tue Aug 14, 2007 4:43 pm
by Kregor
according to the D20 SRD:
Harm
Necromancy
Level: Clr 6, Destruction 6
So only cleric, and the destruction domain get the spell.
Posted: Tue Aug 14, 2007 5:29 pm
by Glim
Hrm... yea, noticed that afterwards. I set up a thread on wizards.com talking about it and about the only thing that anyone could say was that druids were already overpowered enough in 3.5 to have it. Since they aren't really overpowered at all on FK and they already have all the rest of the inflict spells, it doesnt make sense to exclude harm as well....

Posted: Wed Aug 15, 2007 12:08 pm
by Kregor
Actually, many druids from before the spell system overhaul may have inflict spells because of the spells allowed before the system changes. A made from scratch druid now will not have any inflict spells on their repertoire.
I agree that druids need to be looked at again for their skill set, not to add clerical things, but to add things that make them more like the PnP druid. Nature's Ally needs to be coded, things like a thousand faces, poison immunity and such would be nice as well.
Posted: Mon Aug 20, 2007 12:38 pm
by Glim
Kregor wrote:I agree that druids need to be looked at again for their skill set, not to add clerical things, but to add things that make them more like the PnP druid. Nature's Ally needs to be coded, things like a thousand faces, poison immunity and such would be nice as well.
I do too. In 3.5ed they are currently seen as being VERY overpowered. On FK, though I would actually put them as one of the most underpowered classes on the mud. Kregor, do you think this would be because of an inability to code certain features that are a necessary component to druids in D&D?
Posted: Tue Aug 21, 2007 6:26 am
by Kregor
I think some abilities could be somewhat approximated well...
Trackless step: Simple, druids over X level can't be tracked.
A Thousand faces: add disguise as a class skill, or code an ability to temporarily give levels in disguise.
Poison immunity: Should be easy enough, but best wait til the new resistance and saves come in.
Timeless Body: Moot, since age is irrelevant in FK
The spells is where things could use the most work. Things like Nature's Ally, creeping doom, all kinds of fun stuff.
Posted: Tue Aug 21, 2007 8:09 pm
by Glim
Kregor wrote:A Thousand faces: add disguise as a class skill, or code an ability to temporarily give levels in disguise.
Well, I think that a better solution would be to merely allow druids to shapechange into different sentient races. Also, I don't think any of these would help the fact that druids seem to be very underpowered, especially when compared to priests.
One matter that perhaps would help would be shapechange. Currently I believe it is seen as a mostly RP-wise ability. It is a RP ability but it is also a druid's main combat ability. Perhaps to help fix this, the number of things you can change it to could be tweak. Allow dire animals or ancient animals, perhaps? Allow monsters such as umber-hulks and wyverns. These are natural creatures, I believe, as opposed to owlbears and dragons, which are magical in nature.
Posted: Mon Sep 10, 2007 9:02 am
by Glim
Just adding another incentive for druids to get cause spells-
Evil druids currently spontaneously cast them. But you can't spontaneously cast a spell you don't know.
