Re: Druids of the Donut
Posted: 14 Jan 2021 00:38
It is known.
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Funny how the other end of the process seems to be akward in the 2 billion alts applying and then just never logging in again.
If I said nerf, I meant 'balance them gently'.
I must say, I am concerned a bit by this much of ablities with so many effects. You say MONK DRUIDS and I fear that in this combination, Druids would be stronger guild than the OCC branch of Monks. Consider if we're making a magical Layman guild of magical occupational guild. Sounds like the later to me now. However this may just be me. I get the notion that magical layman guilds get a lot of abilities in comparison with fighter laymans (can't really tell with stealth laymans, never been one).Drazson wrote: ↑14 Jan 2021 09:15*Reminds everyone that they are going off-topic*
*No, seriously*
I like the idea of full spellcaster druids to be honest.
I think adding alchemy is off theme. (Alchemists could also be an option as a different guild!)
Shapeshifting might be cool and all but it seems too forced.
What do we need to provide for this to be consider a fully fledged idea? Some points from me:
[*] Omni-aligned - no rules come to mind apart from the next point being a soft rule - lore but not too strong of a mechanical rule
[*] Theme: Protecting the forests and their inhabitants. There can be some punishment for destroying them (rough example, your druid abilities lose a bit of their their power for a bit if you decide to kill some kinds of enemies) but mostly thematic cause we only care about mass murder and such things will be too inconvinient.
[*] Groves are where druids convene, rest a bit more quickly and find their components possibly. A single grove is technically the most viable, or multiple but in the same domain only (a shame though) so let the druids use their time to find their components there, which are acorns and stuff, non-herbs essentially.
[*] Spell ideas from Sylphan are quite nice actually, maybe the stun is a bit too much considering it's the sole ability of another layman guild though. I can see a thunder offensive spell and offensive spells being mutually exclusive (basically only 1 special can be used at any time) and few in number. Flipping through 5e druids' spellbook one can find more ideas - one I can immediately add is http://dnd5e.wikidot.com/spell:primal-savagery which could be translated to a bonus to unarmed - something that made me internally shout MONK DRUIDS.
[*] It could probably stick to any domain really.
Paragraph by paragraph replyDrazson wrote: ↑14 Jan 2021 12:29Redblade, I think you are right about unarmed but you focused too much on that. What do you think of the rest as a theme?
As for the range of abilities... I suggest you make an alt and try warlocks, hoots.... I am pretty sure you are at least remotely aware of Heralds as well, and the range is quite nice in those guilds. There can always be some either/or choice - I believe it is a thing in one of the mentioned guilds - yet I do not like that too much.
The fact that fighter laymans are built differently usually around a single special and essentially nothing else (and some might be simply outdated/weak), is a bit of another topic. It would be better if they had more options in specials like caster laymans have, have interesting passive mechanics for combat and have them all toned down heavily on their efficiency, for example give blademasters a parry/riposte mechanic and move caid from the battack to it, that would be awesome. I am quite inclined to makr another post to suggest that right now.