All ideas tagged "druid role"

#4891

 · 
EvilHack

Druids (including NPC druids) and leocrottas should grudge each other, because D&D portrays them as nasty and mutually loathing.

#4880

 · 
EvilHack

The menu of druid shapechange options for #wildshape should be sorted by tiers rather than the game’s internal order of monsters.

#4873

 · 
EvilHack

Druids should be able to farlook a nearby tree to determine what its contents are:

  • “You see a bees’ nest” if the tree still contains a bees’ nest.
  • “You see low hanging fruit” if the tree still contains fruit (though this message may need to be changed if the tree contains non-fruit like eucalyptus or mistletoe.
  • “This tree looks barren” if it contains nothing.

#4868

 · 
EvilHack

Druids’ buffs to HP regeneration and damage with wooden weapons should scale up with their experience level rather than being flat, since otherwise they decline in usefulness as the game goes on.

#4867

 · 
EvilHack

Druids should be able to chat to a tree to persuade it to peacefully give up its fruit, because them kicking the tree for fruit doesn’t make much flavor sense. Alternatively, there could be a spell to do this to all trees within a certain area.

#4866

 · 
EvilHack

Druids should get intrinsic polymorph control when they are at XL 30.

#4865

 · 
EvilHack

Druids should be able to wildshape at will and for free while in their Quest branch, possibly only after Baba Yaga is dead.

Because wildshaping as a Druid is fun and many of its possible polyforms are situational, the cooldown for entering a new form should be short in most cases, but there should still be a penalty for using a form just as a source of bonus HP. Therefore, it should follow these rules:

  • If your wildshape polyform times out and you return to natural form, there is no cooldown at all and you can immediately wildshape again.
  • If you manually cancel your wildshape, there is a short cooldown on the order of a couple hundred turns.
  • If you are killed in your wildshape, there is a long cooldown on the order of 1000 turns.

You might also be able to ignore the cooldown and force a shape change, at the cost of magic power and/or nutrition proportional to either the remaining cooldown amount or the strength of the form you want to take.

#4862

 · 
EvilHack

Wood nymphs and forest centaurs should follow the same rules as wild woodland animals for Druids, meaning they should sometimes generate as peaceful and it should be possible to chat to them to pacify or tame them.

The Druid quest artifact should sharply reduce the cooldown timer for wildshape, or alternatively, make it easier to wildshape more often as you gain levels by adding extra “slots”, similar to how it works in most D&D editions.

#4857

 · 
EvilHack

Druids should be penalized for wearing anything made of dragonhide, since they should be ideologically opposed to killing animals and wearing their skins.

#4855

 · 
EvilHack

If you have lycanthropy as a Druid, your shape-changing ability should be disabled. Or, alternatively, if your god is angry at you.

Druids should gain access to additional shapechange forms by some in-game process particular to the monster, rather than simply gaining the forms by leveling up. Potential options for these include:

  • Taming the monster
  • Eating the corpse of a monster
  • Merely seeing the monster
  • Any combination of the above

#4845

 · 
EvilHack

Druids’ starting scimitar should be made of wood; the bonuses from using wood should mostly cancel out the penalties from a wooden bladed weapon, and using a wooden weapon would let you synergize better with grass and other environmental effects.

New role based on a “loup du noir” archetype, possibly called the Lycanthrope - you start with a pelt, a new sort of cloak-slot armor that polymorphs you into a specific type of monster when you wear it. You also are inflicted with some sort of delayed lycanthropy - you won’t randomly polymorph into a monster like with standard lycanthropy, but after not using a pelt for a while, you do start feeling the urge to put one on, and if you still refuse, you are eventually compelled to put one on. (It isn’t specified what happens if you get rid of your pelt(s) by the time you would be compelled to wear one; possibly you just die from insanity, or else the addiction is implemented in some other way like continuous worsening HP damage.)

The form you get from wearing a pelt has some boosted stats from the base form - in particular, your carrying capacity and damage would be better than the stat blocks for the monsters suggest.

You could start with either a “default” pelt which is not very good, but can be turned into an ideal one later, or start with a specific animal’s pelt, which you can control with the pettype option. This role never starts with a pet.

Pelts might also work as a standalone concept or one that works with a druid, ranger, or caveman role:

  • You can obtain a pelt by using a knife to skin the corpse of some monster that would reasonably have a pelt. This will probably be an occupation, and either its time or success rate will vary based on your knife skill and if you have a role-specific bonus.
  • By using some sort of magic (instead of it being inherent to a role), you can transform into the animal whose pelt you are wearing.
  • Pelts confer some benefit when worn as a cloak besides the ability to polymorph, which varies depending on the monster species, such as a boost to damage.

#4544

 · 
vanilla

When you unpolymorph, you temporarily keep any intrinsics you had from that form and which you no longer have. How long it is before these intrinsics time out isn’t specified, but probably contains some random component so you can’t plan around when the intrinsic will lapse.

This was suggested for a hypothetical druid role, but noted that it doesn’t have to be a role-specific mechanic and could apply to other roles as well.

Add a Druid role: intended to be a more balanced form of SLASH’EM’s doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities.

  • You begin the game with polymorph control and get polymorphitis at XL 5 or so.
  • Possibly you start with a wand of polymorph, or potions of it.
  • Inventory could be severely restricted, so you have to figure out how to do most things through polymorph.
  • You have the power to change into a tree, which will make most monsters ignore you. While in tree form, you are immobile but regenerate HP and Pw faster. Orcs might attack you with axes, a la Tolkien.
  • Without extrinsic polymorph control, your polymorph control limits you to changing into forms with the M1_ANIMAL flag.
  • Possibly have limited access to #polyself outside of wizard mode, so they can change intentionally and not randomly. Would work best as an ability with a timeout, or cost Pw outside of wizard mode.
  • Possibly, the monsters you can polymorph into must have a certain base level or difficulty that’s tied to your XL somehow (maybe XL/2). If their base level is too high, you can’t polymorph into them.
  • Your controlled polymorphs always succeed - you will never accidentally fail and “feel like a new woman” with the 20% chance that all other roles have.
  • You are seriously bad at combat in your regular form, having very little weapon skill (nothing can be advanced to Expert, possibly not even to Skilled), and physically weak in your normal form. Combat in a polyform should be incentivized enough so that it isn’t really worth it to wear any armor. Maybe you should get to-hit and damage bonuses while in a wild form?
  • Diminishing returns on polymorph time limit that prevent you from reusing the same form(s) over and over and over again. (This may actually be applicable as a general YANI for polymorph control).
  • The critical balance needed is to make polyselfing powerful and awesome to play with and use for typical combat, but simultaneously polyselfing needs enough restrictions that it doesn’t just turn into Master Mind Flayer: The Game.
    • One proposed restriction: you can only turn into monsters you have already encountered, or if that is too lax, into peaceful or tame monsters adjacent to you at the time. The druid should be able to pacify most animalistic monsters to take advantage of this (temporarily?)
  • The starting pet is a woodchuck (or wolf). Pantheon is probably drawn from Celtic mythology, though hopefully not overlapping with Knights.
  • Some heavy polymorph / monster / player as monster tweaking is probably required, in the sense that there should, ideally, be valid reasons to exist in any given polymorphable form.
  • You should keep the intrinsics from a polyform after you no longer have that form, but only temporarily, so they time out eventually.

#2873

 · 
vanilla

A “druid staff” artifact, which can be invoked to create a patch of grass similar in size to a stinking cloud, radius 4-5. Enemies within the grass radius become rooted to the ground, making them unable to move (but still able to fight, shoot, etc) for some time. While wielding it, you can chat with trees, which causes them to give you some food, mana, or rarely a pet (possibly an ent).