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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #4: Druid
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<blockquote data-quote="tetrasodium" data-source="post: 8109599" data-attributes="member: 93670"><p>I was using Proficiency dice & hero points in a couple campaigns from dmg263/264 prior to covid so have experience with something similar. Yes it took a session or two for players to get used to, but it did a few things that work great. One thing is that any given die roll has a roguhly 50/50 chance of being above/below average cutting the sting of rolling lower than average on one. The second is that it bumps the curve without destroying it... Everyone's seen games where someone with expertise doesn't even need to bother rolling to passively succeed or that rogue/bard becomes the only one capable of making it even if it's something like a campaign important knowledge skill that the wizard/cleric should dominate in... the expertise die stops those. The third thing it allows is magic items that tighten the curve without further expanding it by raising the floor on the expertise die so 1 or 2=2 then later you might improve to 1/2/3=3 with a new one.</p><p>[spoiler="proficiency dice & hero points"]</p><p>[ATTACH=full]127589[/ATTACH]</p><p>[ATTACH=full]127590[/ATTACH]</p><p>[/spoiler]</p><p></p><p></p><p>Linking knacks to stuff like that could be cool & isn't bad but wildshape has two problems to be aware of. One is that they already get fly capable wildshapes at 5th or whatever so if it simply removed that & tied it to wildshape without further improving things it's literally making them weaker unless they spend a choice to be weaker elsewhere in lost opportunity cost in order to maintain the same strength there. The other is that they are limited to flying creatures & short of quezticotal(?) there are very few worthwhile flying creatures a druid is <em>capable</em> of wildshaping into. Even if it was some super owlbear/pegasus/etc hybrid thing that literally gave them a hypothetical fly&hover peed with perfect maneuverability equal to walk speed it's still of dubious use because there are no forms they can wildshape into with ranged attacks & all the cool/powerful "I can fly so $cheeze" stuff is sealed to them when in wildshape.</p><p></p><p>Sadly all of the needless restrictions plastered over druid have consequences in places that should be in their favor. When a GM looks at those & reads someything like</p><p>[spoiler="this"]</p><p>[ATTACH=full]127591[/ATTACH]</p><p>[ATTACH=full]127595[/ATTACH]</p><p>[ATTACH=full]127592[/ATTACH]</p><p>[ATTACH=full]127593[/ATTACH]</p><p>[ATTACH=full]127594[/ATTACH]</p><p>[/spoiler]</p><p>The two tend to collide & result in pushing the gm to think "I need to be careful here so I don't break my game" & reflexively lean towards always saying no even when things are meant to be written towards permissiveness.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8109599, member: 93670"] I was using Proficiency dice & hero points in a couple campaigns from dmg263/264 prior to covid so have experience with something similar. Yes it took a session or two for players to get used to, but it did a few things that work great. One thing is that any given die roll has a roguhly 50/50 chance of being above/below average cutting the sting of rolling lower than average on one. The second is that it bumps the curve without destroying it... Everyone's seen games where someone with expertise doesn't even need to bother rolling to passively succeed or that rogue/bard becomes the only one capable of making it even if it's something like a campaign important knowledge skill that the wizard/cleric should dominate in... the expertise die stops those. The third thing it allows is magic items that tighten the curve without further expanding it by raising the floor on the expertise die so 1 or 2=2 then later you might improve to 1/2/3=3 with a new one. [spoiler="proficiency dice & hero points"] [ATTACH type="full" alt="1603039081323.png"]127589[/ATTACH] [ATTACH type="full" alt="1603039297952.png"]127590[/ATTACH] [/spoiler] Linking knacks to stuff like that could be cool & isn't bad but wildshape has two problems to be aware of. One is that they already get fly capable wildshapes at 5th or whatever so if it simply removed that & tied it to wildshape without further improving things it's literally making them weaker unless they spend a choice to be weaker elsewhere in lost opportunity cost in order to maintain the same strength there. The other is that they are limited to flying creatures & short of quezticotal(?) there are very few worthwhile flying creatures a druid is [I]capable[/I] of wildshaping into. Even if it was some super owlbear/pegasus/etc hybrid thing that literally gave them a hypothetical fly&hover peed with perfect maneuverability equal to walk speed it's still of dubious use because there are no forms they can wildshape into with ranged attacks & all the cool/powerful "I can fly so $cheeze" stuff is sealed to them when in wildshape. Sadly all of the needless restrictions plastered over druid have consequences in places that should be in their favor. When a GM looks at those & reads someything like [spoiler="this"] [ATTACH type="full" alt="1603040495463.png"]127591[/ATTACH] [ATTACH type="full" alt="1603040927589.png"]127595[/ATTACH] [ATTACH type="full" alt="1603040545495.png"]127592[/ATTACH] [ATTACH type="full" alt="1603040558201.png"]127593[/ATTACH] [ATTACH type="full" alt="1603040570228.png"]127594[/ATTACH] [/spoiler] The two tend to collide & result in pushing the gm to think "I need to be careful here so I don't break my game" & reflexively lean towards always saying no even when things are meant to be written towards permissiveness. [/QUOTE]
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