Curbludgeon wrote:I don't find the notion of Millennium Druids being obliviously entitled to be particularly useful, nor the blithe dismissal of a utopian ethos simply due to the setting being generally inimical to such.
I don't find Millennium Druids to be particularly useful, but I suspect I didn't articulate my reasons very well. I don't dismiss their utopian ethos per se; I dismiss their proselytizing pacifism and presuming to teach others.
Let's try inverting this and say that we had a Glitter Boy Pilot who wandered around teaching a bunch of squishy S.D.C. folks with no M.D.C. weapons that they should rise up and fight against the local bandits who control their region. Sure, the GB pilot can fight bandits because he pilots a walking tank, but it's unreasonable for him to presume that others should deal with tyranny the same way he does when they don't have comparable capabilities.
Rifts: England presents Millennium Druids walking around with rune weapon-caliber items telling other people who don't have such items how they should live, despite lacking the actual knowledge needed to teach what they teach. Millennium druids teach others how to farm, even though they lack basic farming skills like gardening, botany, and animal husbandry. They teach people about how to handle monsters even though they don't have skills like demon/monster lore or any intrinsic fighting abilities beyond W.P. blunt and hand-to-hand: basic (which they probably wouldn't teach anyway, because pacifism). The only thing they teach that they're actually qualified to teach is faerie lore, a fairly common skill that pretty much anyone can take (and other classes in Rifts: England get, too).
The Filidh class is actually better-suited to teach people about defending themselves and the lore of demons, monsters, and faeries than Millennium Druids, and unlike the Millennium Druid, the Filidh can actually give people some magic herbs that are useful in defending themselves against the supernatural. The Dryad is likewise far better-suited to assist and advise farmers, both with practical skill-based advice and by providing useful magic herbs. The Scathach can provide those mystic herbs and a lot of very useful tools and weapons for farmers. An Herbalist is a freaking powerhouse for agriculture. Were I a farmer in England, I'd be a lot more excited about any of those coming to visit, teach, and trade.
Curbludgeon wrote: Regardless, I think there's a decent role for a character that leverages their magical privilege in accordance with a personal ethics which while often complimentary to the codes held by knightly characters is clearly distinct.
That is something I could absolutely get behind: a wandering Millennium Druid who seeks to help people and set an example of a virtuous pursuit of peace without preaching it outright. A character who sees him or herself as conduit for sharing the tree's gifts with others. A monk-type character whose wealth is in the ability to spread actual peace and prosperity through deeds more than through preaching. Palladium Fantasy 1st Edition had a bit about the Healer class, where they got something of a free pass from most harassment from almost all factions. That could be a neat aspect to the class.
Curbludgeon wrote:As a simple fix I'd give Millennium Druids additional skills, including some RUE-era ones not in use when the class was published, so as to make them excellent conventional crop farmers and persuasive speakers while not stepping on the toes of Herbalists/Psi-Druids/Woodland Druids/Plant Shamans.
Additional O.C.C. Skills:
Language: one additional of choice (+10%)
Botany (+10%)
Brewing: Medicinal (+15%)
Carpentry (+10%)
Dowsing (+10%)
Gardening (+20%, professional quality)
Horsemanship: General (+10%)
Philosophy (+10%)
Public Speaking (+10%)
Whittling & Sculpting (+10%)
This would at least qualify them to do what the class description says they do. Even with those additions, I think the class concept and description could be far better both for world building and for providing players with an interesting class to take.
Curbludgeon wrote:As a more comprehensive fix I'd love to put together a model that can reflect a variety of characters whom might or might not personally have extraordinary abilities but are often in close association with regional beings that do. I like much of what Hotrod did with the Gula Monks of Uganda. In an earlier thread I
made a couple of
posts on interesting real-world plants which might take to a Rifts treatment, complete with characters making use of or befriending them. Since there are a few other monk O.C.C.s which can glean increased effect from natural magic items(Sohei and Bishamon from Japan, Wormwood Monks) that might be a fun niche to differentiate a hypothetical Modular Monk from, say, a Modular Mystic who would be more likely to create new items within a cultural paradigm.
That would be a much more interesting take on the class. It always seems kind of lame when a character who doesn't belong to a given class can just get a piece of equipment and effectively gain the benefits of that class. Anyone can acquire Millennium Tree items, and many people do. How might we better set Millennium Druids apart? Symbiosis is a neat concept; what else could we do?