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*Dungeons & Dragons
A critical analysis of 2024's revised classes
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<blockquote data-quote="Sulicius" data-source="post: 9816386" data-attributes="member: 6896569"><p>This is just as massively overblown. Yes, monsters deal a lot more energy type damage, but it has never been easier to get energy type resistances either. Barbarians are still the class with the most hit points, and being prone doesn't really matter much since they attack recklessly often. The updated monster design, however, sped up the game and increased monster effectiveness, which was a great improvement. I might also add, that there are also changes in the barbarian's favor, like the vampire bite now requiring a CON save <em>instead</em> of making an attack roll. I do admit, these are less common than the removal of a saving throw.</p><p></p><p>Most monsters still deal b/p/s damage, and the barbarian weathers it like they did before.</p><p></p><p>I personally don't mind it. Barbarians can still take masteries for weapons that have the thrown property.</p><p></p><p>I really don't see the issue with any of this. You are saying that a hypothetical 1-level dip into barbarian being able to rage after a short rest breaks your verisimilitude or something?</p><p></p><p>You have also missed that rage now grants the bonus damage to thrown weapons, which is a big improvement. I have had it many times where my players expected barbarians to deal the damage on thrown weapons as well.</p><p>In any case, I think this version of rage is straight up more usable at the table. 10 minutes can help a barbarian get multiple fights in, in a few situations. Maintaining rage while doing something hostile by forcing a saving throw also gives players more options in combat.</p><p></p><p>Incapacitation doesn't really happen enough to be a big difference, in my experience.</p><p></p><p>Fine? It's great! I have had SO many situations where a player expected Reckless Attack to work on their attacks off-turn. This was a good and sensible change that I think is just good for the game.</p><p></p><p>Why is it bad that barbarians now have more utility outside of combat? Maybe we play the game different, but one PC being good at a skill doesn't mean other PC's don't use the skill anymore.</p><p></p><p>Instinctive Pounce has been made baseline, and they get a bunch of great features, some of the best in the game, actually. Multiattack, 6th level subclass feature (which has been reworked for many of the subclasses), a feat, extra movement and advantage on initiative is incredible. You seem to want to compare the barbarian to other classes like it's some sort of power ranking, which confuses me. Barbarians do great at this tier.</p><p></p><p>Yeah I am not a fan of Brutal Strikes. It's a lot of hassle for little effect. Some people dig the crunch like this, I don't. And yes, paladin as a class is the most powerful of all martials. Still, the barbarian I play usually does great alongside them, often better.</p><p></p><p>It's still a buff, oh well.</p><p></p><p>Much like the other brutal strikes, for my barbarian, I hardly use these. Between reckless, masteries, double masteries from my subclass, I am ok with just hitting most of the time. For these, however, I am happy to have the options.</p><p></p><p>Once again you make a buff sound like a negative. The refreshing of rages is perfect for a long adventuring day with successive fights where the barbarian gets knocked out of rage a couple times. And yes, the combat class recharges it in combat, isn't that what we want the barbarian to be about?</p><p></p><p>Lazy design? It's called efficient. Just adding more complicated effects is not a good idea at this stage of a campaign. This way the player and the table already know the effects, but the barbarian does become more powerful!</p><p></p><p>Not all effects, just some... Once again you make a buff sound like a nerf.</p><p></p><p>First, thank you for sharing your insights. I think you presented it really well and I truly appreciate you taking the time for this.</p><p></p><p>But I don't agree with this assessment at all. Barbarians are still really tough, but are now more flexible and have more utility. The designers were also not afraid to improve their higher level features, which was needed. </p><p></p><ul> <li data-xf-list-type="ul">Yes, they have lost some of their durability from their damage resistances at higher levels, but it has never been easier to gain them through species, magic items and spells.</li> <li data-xf-list-type="ul">There is nothing unbalanced about getting advantage on a skill check by spending a rage. Let me know when you see play experience where this is an issue.</li> <li data-xf-list-type="ul">Barbarians got weapon mastery and improved rage, what else do you need early levels? </li> </ul><p>All of this just doesn't seem to line up with the experiences I have had at the table. The new barbarians are great, do better what they did before and have more options. I have been enjoying playing one, even though I don't care for weapon masteries and brutal strikes much. Maybe it's just because I only started playing one at 13th level after my bard passed away.</p></blockquote><p></p>
[QUOTE="Sulicius, post: 9816386, member: 6896569"] This is just as massively overblown. Yes, monsters deal a lot more energy type damage, but it has never been easier to get energy type resistances either. Barbarians are still the class with the most hit points, and being prone doesn't really matter much since they attack recklessly often. The updated monster design, however, sped up the game and increased monster effectiveness, which was a great improvement. I might also add, that there are also changes in the barbarian's favor, like the vampire bite now requiring a CON save [I]instead[/I] of making an attack roll. I do admit, these are less common than the removal of a saving throw. Most monsters still deal b/p/s damage, and the barbarian weathers it like they did before. I personally don't mind it. Barbarians can still take masteries for weapons that have the thrown property. I really don't see the issue with any of this. You are saying that a hypothetical 1-level dip into barbarian being able to rage after a short rest breaks your verisimilitude or something? You have also missed that rage now grants the bonus damage to thrown weapons, which is a big improvement. I have had it many times where my players expected barbarians to deal the damage on thrown weapons as well. In any case, I think this version of rage is straight up more usable at the table. 10 minutes can help a barbarian get multiple fights in, in a few situations. Maintaining rage while doing something hostile by forcing a saving throw also gives players more options in combat. Incapacitation doesn't really happen enough to be a big difference, in my experience. Fine? It's great! I have had SO many situations where a player expected Reckless Attack to work on their attacks off-turn. This was a good and sensible change that I think is just good for the game. Why is it bad that barbarians now have more utility outside of combat? Maybe we play the game different, but one PC being good at a skill doesn't mean other PC's don't use the skill anymore. Instinctive Pounce has been made baseline, and they get a bunch of great features, some of the best in the game, actually. Multiattack, 6th level subclass feature (which has been reworked for many of the subclasses), a feat, extra movement and advantage on initiative is incredible. You seem to want to compare the barbarian to other classes like it's some sort of power ranking, which confuses me. Barbarians do great at this tier. Yeah I am not a fan of Brutal Strikes. It's a lot of hassle for little effect. Some people dig the crunch like this, I don't. And yes, paladin as a class is the most powerful of all martials. Still, the barbarian I play usually does great alongside them, often better. It's still a buff, oh well. Much like the other brutal strikes, for my barbarian, I hardly use these. Between reckless, masteries, double masteries from my subclass, I am ok with just hitting most of the time. For these, however, I am happy to have the options. Once again you make a buff sound like a negative. The refreshing of rages is perfect for a long adventuring day with successive fights where the barbarian gets knocked out of rage a couple times. And yes, the combat class recharges it in combat, isn't that what we want the barbarian to be about? Lazy design? It's called efficient. Just adding more complicated effects is not a good idea at this stage of a campaign. This way the player and the table already know the effects, but the barbarian does become more powerful! Not all effects, just some... Once again you make a buff sound like a nerf. First, thank you for sharing your insights. I think you presented it really well and I truly appreciate you taking the time for this. But I don't agree with this assessment at all. Barbarians are still really tough, but are now more flexible and have more utility. The designers were also not afraid to improve their higher level features, which was needed. [LIST] [*]Yes, they have lost some of their durability from their damage resistances at higher levels, but it has never been easier to gain them through species, magic items and spells. [*]There is nothing unbalanced about getting advantage on a skill check by spending a rage. Let me know when you see play experience where this is an issue. [*]Barbarians got weapon mastery and improved rage, what else do you need early levels? [/LIST] All of this just doesn't seem to line up with the experiences I have had at the table. The new barbarians are great, do better what they did before and have more options. I have been enjoying playing one, even though I don't care for weapon masteries and brutal strikes much. Maybe it's just because I only started playing one at 13th level after my bard passed away. [/QUOTE]
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