Direly Needed Shape Change suggestions (long)
Posted: Tue May 22, 2012 2:37 am
Hello.
There are several aspects to the Druidic Shapechange ability that I believe need to be addressed here.
Wild Shape is one of the three defining characteristics of the Druid Class. (The others being "Summon Nature's Ally, and Animal Companion). Druids use Wild Shape for combat, scouting, exploring, and travelling in D&D. A druid does more damage in animal form than with their melee weapons. They don't, after all, get all the buffs and nasty damage spells that clerics do. Druids are even more so weakened on FK where to my knowledge not a single spell with 'single-target' is in game for them, and they only get a super few area spells. Thus, Wild Shape becomes even more so important for them.
The first problem here is carry weight. Wild Shape is supposed to absorbs all equipment and the morphed player should have a zero carry weight when they transform. I was surprised to find that turning into a bird effectively immobilized me. My Str went to a 1, and my carry weight capacity to 5.
Druids cannot simply dump their equipment onto a mount. They need their mount spaces open for animal companions and Elementals. Furthermore, it would be moot to turn into a bird, but have to drag a mount along that cannot fly. Shape change is broken in this regard as players cannot use the all the forms available due to this restriction.
The second problem is the amount forms available. As a druid goes up in level, so do the power levels of the forms they can transform into. At level 12, a druid can wild shape into the dire animals. Treants are also available to them in D&D.
The reasoning is that druids have lesser mega damage spells but can fight in wild shape (and yes, they can cast spells in wild shape too with a simple feat - whereas in FK it takes two feats). It makes no sense at all to have such a characteristic ability for Druids in FK if they cannot use it reasonably when they are level 40 or 50. Stronger forms should be available at higher skill levels.
The third problem is skill ups. The ability is usable a few times per day, but it is based on a skill, just like turn undead. How is a druid supposed to get better at this skill if they need to grind it in the conventionally manner like every other skill/spell in the game but can only use it 3-6 times a day. With quick and dirty Math, I can estimate that it would take over 6 real life years (not missing any days) to get the skill to GM if it raises like most other skills or spells.
Again, this is a defining ability of a druid. I truly believe it needs to be fixed in order to give druids some of the RP and structure they are built for. I understand that fixing shapechange will probably be no small feat, but the class of Druids and the forest players RP and gaming experience will only benefit from it. The game as a whole will enjoy the change I think.
Solution suggestions:
1)
I think that for the weight issue, setting character carry weight to equal zero while wild shaped should suffice. Allow them enough dex to make sure they can carry at least the few bags it takes to store all their equipment into. I it could be coded that the dont even have to remove their equipment, it just gets absorbed until they morph back..
2)
For giving some more forms useful for more powerful levels, I think the dire wolf, dire bear, dire boar and dire tiger, dire Sharks, and a large bird form of some kind would be nice additions. Treants and greater elemental shape for upper skills levels would also make sense as that is canon. (In fact, elemental shape is a separate ability I believe, for Druids)
*(I think we should also add low light vision for some of the animal forms. Its weird needing to carry a floating light source in your animal form. Most animals see well in the dark.)*
3)
The only thing I can think of for the skill up issue is to lower ratio between usage and skill ups for this ability if it has not already been done so.
I would add an additional suggestion to confirm that silent spell and still spell will allow spells to be cast in animal form. The druid should be allowed this but I wonder if the code blocks spellcasting ability before the feats are even taken into account. For example, I received this message
when trying to cast with none of the feats:
"You haven't the ability to cast spells in your race."
The above makes me suspect the mud stops checking after it gets to race.
A link describing D&D's Wild Shape for Druids:
http://www.wizards.com/default.asp?x=dnd/ex/20020202
There are several aspects to the Druidic Shapechange ability that I believe need to be addressed here.
Wild Shape is one of the three defining characteristics of the Druid Class. (The others being "Summon Nature's Ally, and Animal Companion). Druids use Wild Shape for combat, scouting, exploring, and travelling in D&D. A druid does more damage in animal form than with their melee weapons. They don't, after all, get all the buffs and nasty damage spells that clerics do. Druids are even more so weakened on FK where to my knowledge not a single spell with 'single-target' is in game for them, and they only get a super few area spells. Thus, Wild Shape becomes even more so important for them.
The first problem here is carry weight. Wild Shape is supposed to absorbs all equipment and the morphed player should have a zero carry weight when they transform. I was surprised to find that turning into a bird effectively immobilized me. My Str went to a 1, and my carry weight capacity to 5.
Druids cannot simply dump their equipment onto a mount. They need their mount spaces open for animal companions and Elementals. Furthermore, it would be moot to turn into a bird, but have to drag a mount along that cannot fly. Shape change is broken in this regard as players cannot use the all the forms available due to this restriction.
The second problem is the amount forms available. As a druid goes up in level, so do the power levels of the forms they can transform into. At level 12, a druid can wild shape into the dire animals. Treants are also available to them in D&D.
The reasoning is that druids have lesser mega damage spells but can fight in wild shape (and yes, they can cast spells in wild shape too with a simple feat - whereas in FK it takes two feats). It makes no sense at all to have such a characteristic ability for Druids in FK if they cannot use it reasonably when they are level 40 or 50. Stronger forms should be available at higher skill levels.
The third problem is skill ups. The ability is usable a few times per day, but it is based on a skill, just like turn undead. How is a druid supposed to get better at this skill if they need to grind it in the conventionally manner like every other skill/spell in the game but can only use it 3-6 times a day. With quick and dirty Math, I can estimate that it would take over 6 real life years (not missing any days) to get the skill to GM if it raises like most other skills or spells.
Again, this is a defining ability of a druid. I truly believe it needs to be fixed in order to give druids some of the RP and structure they are built for. I understand that fixing shapechange will probably be no small feat, but the class of Druids and the forest players RP and gaming experience will only benefit from it. The game as a whole will enjoy the change I think.
Solution suggestions:
1)
I think that for the weight issue, setting character carry weight to equal zero while wild shaped should suffice. Allow them enough dex to make sure they can carry at least the few bags it takes to store all their equipment into. I it could be coded that the dont even have to remove their equipment, it just gets absorbed until they morph back..
2)
For giving some more forms useful for more powerful levels, I think the dire wolf, dire bear, dire boar and dire tiger, dire Sharks, and a large bird form of some kind would be nice additions. Treants and greater elemental shape for upper skills levels would also make sense as that is canon. (In fact, elemental shape is a separate ability I believe, for Druids)
*(I think we should also add low light vision for some of the animal forms. Its weird needing to carry a floating light source in your animal form. Most animals see well in the dark.)*
3)
The only thing I can think of for the skill up issue is to lower ratio between usage and skill ups for this ability if it has not already been done so.
I would add an additional suggestion to confirm that silent spell and still spell will allow spells to be cast in animal form. The druid should be allowed this but I wonder if the code blocks spellcasting ability before the feats are even taken into account. For example, I received this message
when trying to cast with none of the feats:
"You haven't the ability to cast spells in your race."
The above makes me suspect the mud stops checking after it gets to race.
A link describing D&D's Wild Shape for Druids:
http://www.wizards.com/default.asp?x=dnd/ex/20020202