Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site sdcsvax.UUCP Path: utzoo!watmath!clyde!akgua!mcnc!decvax!ittvax!dcdwest!sdcsvax!mr-frog From: mr-frog@sdcsvax.UUCP Newsgroups: net.games.frp Subject: Re: Druid spells Message-ID: <656@sdcsvax.UUCP> Date: Sun, 8-Apr-84 01:09:02 EST Article-I.D.: sdcsvax.656 Posted: Sun Apr 8 01:09:02 1984 Date-Received: Tue, 10-Apr-84 19:17:09 EST References: <793@unm-cvax.UUCP> Organization: EECS Dept., U.C. San Diego Lines: 21 <> I know exactly how you feel. On the average, a Magic User is more versatile and much more powerful. Unfortunately, I like playing mages much more than I do druids, so I haven't gotten around to having my single druid research any exciting spells. Now, if you want exciting (and actually useful) mage spells, I can give you lots of them. In my opinion, druidical spells are just too specialized - if they're caught out of a forest-type environment (i.e. underground or city) they're next to useless. Everything they can do, other classes do so much better. Clerics heal better, mages blow people up better, and fighters fight better. Sure, you can state isolated specific instances where druids are handy -- "the giant-sized motile venus flytrap is rustling it's leaves hungrily in your direction...what are you doing?", but generally speaking, in the "average adventure situation" I've found that the things druids can do are done better by some other class. Dave Pare ucbvax!sdcsvax!mr-frog