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Wild Shape and other transformation spells are problematic #285
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(moving my comment from the previous thread) Wild Shape should not be a self buff spell. It should be a "replacement"/"transformation" spell, where you lose many of your primary capabilities and gain new different ones. Half of this spell's usage is utility only: you want to become a giant spider to crawl where no one else can go, you want to become a fly on the wall that listens on conversations, you want to become an eel too slippery for the dragon to hold in its claws while flying with you. The utility value of Wild Shape should not decrease. It's fine if every form only have one or two strong utility values (e.g. climbing speed and a web, or fast running speed and strong sense of smell). It's fine if utility forms have very low HP, AC, saves, or such. (I'm talking about wild shape and druids here, but really this applies to all form spells. The elemental ones, though, are much weaker from a utility perspective, so I think it would be alright to make them a bit stronger or versatile in a single form (within guidelines) than wild shape is, during combat) The combat usefulness of Wild Shape - I'm alright with it decreasing. I'd prefer to just make its unique weaknesses weaker over make simple boring changes like reducing HP and DPR, but the solution will probably be a combination of multiple changes. I made lists of ways to fix this. I think we should mix and match several of the following (obviously not all options, and obviously none of these are final wordings. I'm just offering puzzle pieces): Boring ways to make the spell weaker
Less boring ways to make the spell weaker
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As for the "Onion Druid" - that's indeed a problem. False Life can do the same thing, but that spell doesn't grant you any of the many other benefits that Wild shape does (damage, mobility, maneuvers, etc), and also doesn't allow easy "healing" of the false life hit points (unlike wild shapes that can be healed). Beyond reducing the hit points, another option could be that when you take damage while wild shaped you also take some damage to your original druid form (perhaps only half of the damage, or just a fixed amount of damage dependent on the mana cost). Another option would be to make wild shape turn you into a creature that is missing some or most of its hit points (and allowing spending mana to gain life immediately, or even granting natural hp regeneration of one hit die per minute). This way, you can still prepare for a fight by turning into a bear half an hour earlier and short-resting, but you can't do it over and over again during a fight. |
So, my takes on this:
Sincerely, I am kinda lost on how to make this work while being both balanced and strong enough to have characters maining the beast form. |
This is super interesting. It keeps HP of companions important (which is great), but removes the massive pseudo temp-hp.
One approach that I've thought of since I started the companions is to scale the flying speed up. That doesn't model the low challenge monsters with high speed so well though.
It would make it different from other options like Fly, but I'm not convinced it's the way to go either.
We can't do this as the forms are meant to emulate a challenge and are used by companions, call beast, and ideally monsters in the future. The only option here is to reduce the level you can transform into. So 2 mana for 1 resource. But I'm not convinced that's a good option as Call Beast is also getting a 2 resource companion on top of the stuff you do. Overall I feel like the HP is the biggest issue. Lets start there and Pack Tactics and then recompare. |
A possible addition to the HP Onion solution: This means that you can still shapeshift into a spider with 2 HP, get stepped on, and immediately become yourself again with most of your hit points. (We can make it so damage overflow impacts the original form as well.) It also means a squishy caster cannot shapeshift into a Whale and enjoy the benefits of their massive HP pool. If this makes Bearshifting less viable than desired, this can be addressed by giving the new form some low amount of Temp HP upon transformation, perhaps equivalent to their CON mod, their Hit Die, or both. This also means the new form can be healed, but not beyond what the Druid already had as health. An injured Druid who shapeshifts to defend themselves into a rat with 2HP, cannot be healed until they shapeshift back. However, a Druid that pours 40HP into a bear and loses 30 of it in that form in combt, can be healed as normal. The biggest reason I like this though is that it keeps the HP of the new form "seperate", so you can't play as a Spider with Human hitpoints. Being able to clock a Druid out of their weaker form is a trait worth keeping, imo. |
HP comparison:Tier 2Elf, 2 con
Druid absorbing hp would gain ~25.5 hp Tier 3Elf, 3 con
Druid absorbing hp would gain ~11.5 hp Tier 4Elf, 3 con
Druid absorbing hp would gain ~24.5 hp ConclusionI'm not sure absorbing HP is the best method due to:
We need to tie hp into the character somehow, or options like Bear don't make much sense. This isn't simple.. |
Well, part of the issue is that a Druid becomes Too Powerful (for the mana expended) when they can shapeshift into a Bear for melee combat. Why not lock the HP gain behind an augment or a feat? That way it's still an accessible option for shapeshifters that want to use their new forms for melee, but Wild Shape alone doesn't just hand you this power for "free". Example:
This would mean that by default, you can only ever have your values (or lower) for those stats, current HP included. (I only threw Strength in there to help brainstorm for combat once we get there.) |
How about:
Bear Math: 2 resources: CR 4, CON 4, you'll start with 16 hit points (max 59). 3 resources: 6×4 = 24 hit points. 4 resources: 8×5 = 40 hit points. 5 resources: 10×5 = 50 hit points. By the way, I looked at the companion list and... there is really very little difference between the base companion statistics, especially hit points and constitution. It seems like all of them, with 1 resource, have CON modifier equal to 2 or 3, and HP equal to 22 or 26. With 5 resources, they all have a CON modifier of 4 or 5, and HP equal to 136 or 149. Unless the companion statistics change, the actual kind of animal matters very little - they all have almost exactly the same amount of hit points. Dalen's situation - "shapeshift into a spider with 2 HP, get stepped on" - is just not something that can happen with these companions, as spiders with 1 resource have 22 hit points (and elephants have 26). |
Because forms like the Bear have more HP at the cost of other abilities. That can't be lost for transforming into companions.
Very similar to False Life so that's problematic.
Go look at challenge 2 monsters on http://donjon.bin.sh/5e/monsters. You won't find many with low hit points. You're right though, the difference between monsters for HP is currently in their constitution. You can't make the difference substantial without making the damage substantially different. There are basically a handful of starting abilities, most of which are Con 2, a few of which are Con 3. We can refine the forms, but that's not this issue. |
Summary of things to fix:
I think that's all we need to fix regarding Wild Shape. |
would be, for Bear: 2 - 8 hp (FL = 22) (Updated, since False Life was changed from 3d6+2d6 tot 2d10+2d10)
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The issue isn't that the values are below the curve, but that the sheet can't really account for temporary hit points right now. I'd need to modify it to do so. But let's not go off topic with that discussion. |
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New comparison at 2 manaWild Shape (Blood Hawk)
Levitate (Fly)
False Life
TODO
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I'd like to point out that while Fly only gives you 10 minutes and Blood Hawk gives you 2 hours... with Fly you can fly as your normal self, which means you can use ranged spells and attacks, to gain a huge tactical advantage. With a flying hawk, though, you don't have ranged attacks. Edit: ah, right, elementals and dragons still have both fly speed and spells, and currently the plan is is to let the player cast any spell they know if the form can cast at least one spell, AFAIK. Also, some wild shapes could potentially carry other party members. Here's my suggestion - change the Wild Shape's spell duration to 1 minute/mana instead of 1 hour/mana, and allow spending a resource to increase the duration to 1 hour/mana. This way, effective combat forms are only effective for the combat (as they should be), but effective utility forms (hawk, rat, spider, fish...) can still be used out of combat with almost no change at all. |
That will depend on how spellcasting will work. And even if it doesn't work in animal form, Air Elemental would still be able to cast spells |
I thought I had ironed all the kinks out of Wild Shape and similar transformation spells, but looking back now I think it's quite obvious that I haven't. These spells offer far too much. In order of Strength/problem:
Lets compare Wild Shape to some other 2 mana spells
Wild Shape
Levitate (Fly)
False Life
Onion Druid
The current version is the onion druid, but on steroids as Wild Shape can be used 8 times at 5th level, 14 at 9th level.
Conclusions
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