Wild Shape OP Fixes

Post/Author/DateTimePost
#1

Jimbro

Nov 06, 2014 5:39:58

Hey all. I've found Wild Shape to be insanely good. Too good. Not sure if anyone else is having that experience, but I came up with some variant rules. Take a peak and let me know which you think is best or if you think I'm wrong!

 

http://worldbuilderblog.me/2014/11/06/born-to-be-wild/

#2

Goober4473

Nov 07, 2014 6:20:00

I agree that wild shape has some problems, but the main issues are at very low level, when the shapes are extremely potent, and level 20, when you can wild shape for free every turn forever. At mid levels, it seems like wild shape is actually not that great.

 

Personally, I'd just adjust the CR curve, and modify the level 20 feature. Maybe double the normal CR value until level 6? So 1/2 at level 2, 1 at level 4, then 2 at level 6, progressing as is from there, which really just delays CR 1 forms to level 4, but that might be enough to keep things sane. Then just put a limit on the currently unlimited wild shape at level 20, like CR 1 or lower forms only, leaving it the same for land druids, but putting a huge limit on moon druids.

#3

Sorxores

Nov 07, 2014 6:39:12

Wild shape is super powerfull early in the game, but later when your group will have enought HP to survive fight without needed wild shape THP pool, when the fighter will attack using a +2greatsword dealing an extra 1d6 necrotic damage, and the rogue will have a daguer of venom +1 paralyzing ennemy and having the regular assassin poison DC+2, the druid shape won't be as appealing, loosing all your spell, magical item etc... what do you prefer? castinf fire storm or doing a claw/claw/bite combo and bringing the ennemy prone?

 

IMO wild shape do not need to be nerf, maybe just change it's curve, a large spider at lvl 2-3 is so powerfull (walk on the ceiling and web everything, then come down and bite with poison for 3d6 damage???)

#4

Ansbach

Nov 07, 2014 6:55:01

Link: Awesome Wild Shape House Rule

 

Shorter Version:

 

When you transform into an animal, you assume hit points equal to your current maximum hit points.

 

That's it.  All the other rules regarding the abilities, attacks, etc. of the animal remain the same.  This has two significant advantages over the Rules As Written:

  • The first is the most obvious - it means Wild Shape scales with the Druid's level much better.
  • The second and far more important advantage is that it vastly increases the number of "playable" animal choices.

(Reply to #4)

Jimbro

Thanks guys. Lots of good stuff in here to consider! This makes a lot of sense.

#6

abs1nth

Nov 07, 2014 11:26:56

I was about to open my own thread regarding this, so here I go:

 

Once per long rest you can attune to a beast. You keep track of the beast's HP separately from your own. You can change into this beast and back using your bonus action unlimited times as long as you have more than 0 HP in this form. You can still shapeshift twice into weaker forms using your action just like a land druid can. You can spend hit dice to heal your beast form during a short rest, a long rest heals your beast form fully.

 

BAM!

#7

Shedeo

Nov 07, 2014 13:37:12

I have simply ruled that Wildshape doesn't affect HP in any way at all.  You keep the HP you have as a humanoid, even if it would logically increase by Constitution (the advantage (hah!) of having a higher Con being all those Con Saves you might need to roll) and you don't go back to maximum when you wildshape.

 

Essentially, it lets wildshape do what it should actually do- give you a modular way to change up your combat style, and turn into a specific animal when the need arises for its unique feature.  What it no longer does is provide an HP cushion, so the druid is just as squishy as the rest of the party, yet more flexible.