Emirikol
Adventurer
Remathilis said:5.) Include a weapon that grants bonuses to non-tankish things (+1 sword, +3 when using fient)
I really like idea #5 (I've done most of the rest and they do work . We actually hand out a lot of "plussed" weapons and have a house rule that encourages breaking weapons (on a 1 you critical automatically but it breaks the weapon or option #2 is you fling it away with a fumble).
drothgery said:Basically, you introduced house rules that nerfed most of your players' characters far more than they nerfed the barbarian (fighters -- especially light fighters -- and rogues are extremely dependent on magic equipment; casters at 1/2 level can easily slide into irrelevance). And barbarians were already the best PHB class for dealing melee damage.
Hmmm. You're probably very correct. Barbarians with rage, hp's, con, strength, massive weapon damage and massive feats make them 9x as powerful as a rogue and probably 5x as powerful as a fighter.
The Barbarian is basically double overpowered in resistance and triple overpowered in attack (with rage). I consider fighter to be essentially 'neutral' in power because they have more options. I suppose in a regular campaign, a fighter would stack up if he was in heavy armor, however the HP differntial isn't that much..it's the rage that makes the difference.
Even with a couple plussed items, other non-fighter classes are unreasonably weak in ANY CAMPAIGN...so be it
Solution? Hand out more plussed (in our game nothing's magical till +4) lower damage weapons and essentially zero plussed greataxes and greatswords. The same is true then for armor and avoidance of 'buff' potions.
The key will be to balance some kind of "treasure gifts" to the barbarian of the group. What should they be though if I'm avoiding those things above?
jh
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