* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : What do you do with 2e druids? Started at 06-15-04 09:34 AM by Archmage Visit at http://forums.gleemax.com/showthread.php?t=258833 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Archmage Date : 06-15-04 09:34 AM Thread Title : What do you do with 2e druids? How do you guys handle 2e druidic advancement past 11th-level? I always thought that having to fight someone specifically to advance in experience (rather than just plain old adventuring) was not a good mechanic, since no other class was required to do that. I basically decided that druids have no world-organization, aside from being the clergy of nature or a nature deity. They do as they please, and they simply advance, gaining the special powers their level entitles them to (they also gain in spell progression past 15th-level; I always thought it was dumb that their spells would not increase). So what do you do? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : vader42xx Date : 06-15-04 09:51 AM I use it as is actually. I like the flavor it adds to the game. And such "advancing combats" can easily fit right into existing adventures...or you can make them adventures in and of themselves. Works well either way. As for not gaining spells beyond 15th level they gain some pretty impressive spell-like abilities that I think make up for that. So, while the class is very complex and not for everybody, I've always used it as is. In fact, it's probably my favorite character class. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Varl Date : 06-15-04 10:33 AM I've also done away with that rule for the reasons you describe, Archmage. It never made any sense to me to have druids required to fight it out for level advancement when none of the other classes require it. That said, the idea of certain specific druidical organizations or societies having some form of martial/magical competitions, sounds okay to me. But to make it where they have to fight in order to advance, no thanks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Dielzen Date : 06-15-04 05:47 PM I created a series of quests that *must* be completed to gain a new level. It kept with the theme, but didn't make it quite as restrictive. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Regularguy Date : 06-16-04 10:07 PM The 2E Specialty Priest of Fertility made a pretty good "Druid Lite," actually. He was like the druid for people who wanted to Resurrect and Restore as well as they could Heal and Cure, sure as they could throw a Dispel Magic or Gate in divine aid as easily as work the Plant and Animal spells clerics couldn't; the guy who was equally at home solving problems by speaking assorted languages of wildlife or by simply dealing out massive damage with a well-swung polearm. And likewise, he didn't have the tricky progression -- instead just making his way up the levels (and picking up a retinue of "enhanced dryad" followers in the process), sure as he could multiclass as a Ranger just like a Druid should be able to (a mere subset of his ability to not have to take the much-hated True Neutral alignment), plus he could even cast the occasional wizard spell just because, uh, the pot apparently needed a little more sweetening. That guy was the druid for people who didn't want to play druids, I tell ya. ;-) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : The WarOverlord Date : 06-19-04 08:43 AM Thread Title : Re: What do you do with 2e druids? Originally posted by Archmage How do you guys handle 2e druidic advancement past 11th-level? I always thought that having to fight someone specifically to advance in experience (rather than just plain old adventuring) was not a good mechanic, since no other class was required to do that. I basically decided that druids have no world-organization, aside from being the clergy of nature or a nature deity. They do as they please, and they simply advance, gaining the special powers their level entitles them to (they also gain in spell progression past 15th-level; I always thought it was dumb that their spells would not increase). So what do you do? I always found the "Animal" niche Heirchy thing amusing and to say their is no limits or balance to a bunch of beings getting uber powerful and "tipping the Balance" and there could be a zillion uber powerful Druids wondering around seems......."un-druidic" as homelands, personally protected lands, and territories will run out and end up overcrowded and much "tension" will happen. When locust over crowd it is considered a "Plague" Your would will have a "Druid Plague" eventually as the higher level ones come demi-immortals don't they? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : leoger Date : 06-24-04 10:26 PM I handle it pretty much however I want. I like to have an archdruid or grand druid send the challenger (and a small group of allies) and the current holder (and a small group of allies) after a quest item, usually the item itself is very silly and I tie-in some crap about how the journey and not the result is important. But with good prep it makes a good adventure. Or if there is other stuff I want to do, then they square off and use all spells. Heck yeah I make them earn it; they get all the benifits of being a druid and get the biggest draw-back. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : dndgameupdate1 Date : 06-25-04 10:21 AM Thread Title : Druids? I like the way the druids were written up. I pretty much go straight out of the books for organization, but I story tell how the organization is run and why there are only so many druids. Lots of fun when neutral gets pushed into reacting. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : diaglo Date : 06-25-04 10:33 AM that's what happened when they got rid of the monk and the assassin... the other two classes required to fight for advancement. if you bought the Scarlet Brotherhood supplement you will find those two classes reintroduced to 2edADnD. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:17 AM.