Showing posts with label Druid. Show all posts
Showing posts with label Druid. Show all posts

Sunday, February 20, 2011

Hierophant Druids: The Elemental Power Source is among us!

This week in Dragon magazine has seen the release of Class Acts: Hierophant Druids, yet another piece by Rob J. Scwhalb which, while solid enough (as all things Schwalb) would not be particularly remarkable on its own merits: it features some really nice and original flavor, but I found the mechanics that support it to be rather mediocre. That is, except for the little fact that they introduce a new power source to the game...

Unless I'm missing some obscure paragon path out there, the three powers featured in this article are the only ones in the game with the Elemental keyword - and I don't even know if there's any specific name for spells of the elemental power source (like divine powers are called prayers, and martial ones are exploits). And two of them aren't even fully elemental, but a combination of elemental and primal. So it's not like we can figure out the contents of an upcoming Elemental Power book from that (or rather, Heroes of the Elemental Chaos, if we follow the most recent naming pattern).

But there are some things we can tell about elemental, even from this tiny sample. The mere fact that they haven't dismissed the idea altogether, and that they are willing to release material related to it is encouraging - we didn't get to see anything labeled as 'ki' before that power source got axed, after all. We won't see any elemental-themed class in print this year, though - that much we can tell from the current release schedule (something about which I should write one of these days, by the way), which has Heroes of Shadow and Heroes of the Feywild as the only player-oriented releases for 2011. But, as I speculated above, it does look like a sign that we should expect a similar product inspired by the Elemental Chaos somewhere around 2012.

What can elemental offer, as a power source? I am a bit torn about it... on the one hand, I find the whole element concept pretty cool, and there is a lot that can be done with the four classic elements. Also, I just love how it all fits in the 4E cosmology, as the primordials are engaging villains, and the Elemental Chaos is a much more interesting place to visit than the plain old monochromatic, single-element planes found in the old Great Wheel. But is that enough to support cool new character concepts?

This is the greatest strike against an elemental power source, for me. I really can't think of a fantasy archetype that would make for a great elemental class. Sure, we have had our share of placeholder role/power source combinations in 4E, like Invokers and Wardens, which felt a bit too forced at first. But at least we had clerics and druids as strong pillars to base their respective power sources. Is there any concept out there that could fill that gap for elemental? Like the wizard is to arcane, or the fighter to martial?

It's not that the four elements lack design space - in fact, the opposite is true. But they have already seen so much use in other power sources, that maybe there's not a clear niche left. Arcane has always been strongly related to the idea of huge explosions of fire, ice, lightning and whatever it is that earth does these days. I am of the opinion that you can't do anything with fire that's cooler than the good old fireball, anyways. And primal magic also makes good use of the elements, usually spicing them up with some animal themes. Hell, even divine characters get to have some elemental fun every other day, particularly of the lightnign and thunderstorm variety. And any of them can choose to focus on a single element, or just use any number of them, so our fledging elemental class can't even hold to that.

The solution we have seen in the powers from the Hierophant Druid article (all three of them) is to introduce powers that use all four elements at once. Or, rather, a choice of one of the four each time you cast them. The implementation in this article isn't particularly brilliant, and I'm afraid the basic idea is flawed: you are just spreading the power too thin. It's difficult enough to come up with a power effect that is original, fun, and balanced - designing something with four variations that fill these criteria, and are somehow related but different enough from each other is a painful task. And it's not even particularly rewarding! I guess the added flexibility is welcome, and at least you can tell it's a different power source because nobody tried the four-elements-in-one shtick before, but what is the point? I honestly think any of these powers would be better off if they had focused on one, or maybe two of the elements.

So, what else could they do? I think that having powers that combine two or more elements in one single effect (rather than presenting a bunch of bland options) could have some potential. It's the same idea that led to the creation of hybrid elemental monsters in Monster Manual I: it still feels elemental, but opens up a ton of possibilities. Sure, single-element monsters (or, in this case, powers) feel more iconic, but they have also been done to death by now. I still don't see how this could be used as the basis for three or four classes, but it's better than nothing...
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Monday, October 18, 2010

Essentials Druid heals, brings back Animal Companion

D&D Essentials class previews


When it was revealed that the Druid build in Heroes of the Forgotten Kingdoms would be primal leader, we guessed that the class powers and features would be significantly altered. Today we have taken a first look at this Sentinel Druid, and it doesn't let down: Wild Shape is nowhere to be seen, the power progression has been slightly streamlined, and the character concept has changed from a shape-changing hybrid of beast and caster to melee weapon user with a faithful animal companion!

The animal companion (an inevitable throwback to druids of ancient editions) is the focus of this first preview and, in an unprecedented move for a bestial sidekick in 4E, it looks like this one will just work. The first incarnation of animal companions in this edition of the game were those of the Beastmaster Rangers from Martial Power, which had unnecesarily complicated rules as well as some serious implementation flaws, which we reported here and attempted to fix. The sentinel’s, by contrast, is... well, a different beast.

Two different animals are provided here, though I don’t doubt we’ll see more in future Dragon articles. They cover two of the most iconic pet archetypes, the Wolf and the Bear. Both have defenses and attack bonuses that scale with character level, with values that are unimpressive, but equivalent to those found in monsters. Hit points are tied to those of the character, since they equal his bloodied value, much like a summoned creature’s. And the weakest link from the previous iteration, attack damage, is nothing but solid this time.

Since I spent a good amount of time looking for solutions on the issue of ranger beast damage, I find it particularly interesting how it has been addressed this time. Although the lack of enhancement bonuses remains, this time the base damage depends on the character`s own abilities: the sum of Wisdom and Constitution modifiers. Not only that, but you get a couple of extra points at paragon tier and again at epic, so that the base damage for a beast hit slightly exceeds that of a non-optimized character’s. Lacking extra damage dice on critical hits means that the druid would still come up ahead on average damage, but it’s close enough for the beast not to be a joke.

As is often the case, the bear companion is associated with the more defensive build, whereas the wolf concentrates on offense. Both have continuous auras, one for making adjacent enemies grant combat advantage, and the other for granting defensive bonuses to close allies. Apart from that, wolves have stats similar to those of skirmisher monster, whereas the bear resembles a brute. Either of them can be healed, and even resurrected, by spending the druid’s healing surges and a minor action, and short rests conveniently restore them to full hit points without surge loss.

A major point that isn’t explained in the preview is how the companion’s actions will be managed. It is to be expected that companion and druid will share a common pool of actions, so that the druid can spend a standard action to attack through the beast, or a opportunity action to make opportunity attacks triggered by enemies adjacent to the beast. But until we get to read the whole class description, this is pure speculation. What we do know, however, is that the build will feature a fixed power called Combined Attack in place of normal encounter powers. Unsurprisingly, Combined Attack lets both druid and beast attack in melee; the fact that both can choose the same target places sentinels among the hardest-hitting leaders in the game.

The existence of Combined Attack might suggest that sentinels mirror the resource system of Essentials martial classes, but it is in fact the only concession to power simplification. Sentinels will still have at-wills and daily attacks like traditional classes, though whether they will be exchangeable with those of controller druids remains to be seen. At any rate, sentinels lack Wild Shape, which shuts down more than half of the existing druid powers, and seem to focus on attacking with melee weapons - favoring traditional druid tools like scimitars and maces, with features that boost them into playability. But implement proficiency is still there, so perhaps this can result in even-more-hybrid druids, like spellcasting sentinels, or weapon wielding beast druids.

There are a few features that haven’t been revealed, such as Healing Word (which, given its name, might be exactly the same as the cleric feature) and Wilderness Knacks (likely similar ot its hunter ranger analogue, which gave skill-related abilities). At higher levels, we get something called Hear the Voice of Nature (level 7), and Restore Life at level 8, whose effect should be evident.

With almost no class powers revealed, the druid’s is easily the most cryptic Essentials class preview to date. The framework that has been shown has potential, and all the elements detailed are a good match for the druid concept, but we will have to wait for the complete power selection to give a proper evaluation.

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Friday, October 2, 2009

Primal Power preview: The Swarm Druid

With the release of Primal Power not so far off, the first previews of the book are coming out, with some very promising material. Today I'll talk one of the most innovative concepts I've seen in a while - the Swarm Druid.

Swarm Druids are one of the two new builds for Druid PCs featured in Primal Power (the other being Summoner Druids, shown in a playtest article long ago), and they are based on a bizarre idea that, somehow, fits the flavor of the class perfectly. When most druids can shapeshift into a beast form, resembling some kind of ferocius animal, the Swarm guys turn into dozens, or hundreds, of tiny creatures. The picture below should give you an idea of what it looks like.

The swarm in action.

This, to me, is one of the most awesome character concepts I've ever seen. Perhaps the most obvious use is to become a bug swarm (flies, roaches, worms), but it's far from the only possibility. Upgrading to vertebrates, we can find several other horror classics: rats, snakes and even bats. But why stop there? Particularly cruel druids could explore the 'adorable' route - imagine their enemies being swallowed by a horde of kittens, puppies, and the like.

Regarding the mechanics, the swarmers come with an interesting twist, both in their defenses and offensively. These druids have Constitution as their secondary stat, but instead of adding this modifier to their AC (as their Guardian Druid counterparts), they use it to gain resistance to damage. This comes with several limitations (it doesn't work against area attacks, nor if you're wearing heavy armor, and you have to be in beast form), but it is undoubtedly a very strong mechanic. At lower levels, the Swarm will be able to almost ignore minions, and stand toe to toe with many types of monsters - as long as they keep away from brutes. The combination of abysmal Druid AC and huge brute damage means these monsters are a natural counter to the Swarm.

Though I haven't seen it in play yet, I'm liking this way of defending, at least at lower levels. However, I'm concerned that it won't work that well at Paragon Tier and beyond, when the loss of AC becomes more pronounced, and the damage resisted is a much lower percentage of what your enemies will be dealing. I expect some feat enhancing the feature for characters above 11th level will fix this problem. At any rate, it will be interesting to see a Druid type that is very resilient in beast form, but quite vulnerable as a humanoid.

The article shows four new attack powers associated with the new build. All of them are either close burst or blast, so we can expect close attacks to be a major theme for swarms, which isn't surprising. There also seems to be an emphasis in attacks that temporarily boost the Druid's defenses, also a natural fit from a flavor point of view. The new at-will is called Swarming Locusts, and will easily become a favourite among Druids of all kinds. It is a close blast attack that works in beast form and creates a zone of insects that distract your enemies for a turn, and it fills a very needed niche - beast form attacks with areas or controller effects. I always liked the original array of beast attacks, but all of them targeted a single melee enemy, feeling more like a defender's powers to me. With this new power, you can now build druids with both close and ranged area attacks, plus a strong melee basic attack, all of them at-will.
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