Still, a Background (by the current rules) does NOT work, because it is based on skills and they are not good to define a barbarian culture. Perhaps the Survival skill fits, but that's it. You can push Natural Lore and maybe even Intimidate but then you start missing the point that if "barbarians" is a culture, they just CAN'T all be experts at the same skills...
My current opinion is that Barbarians should be a human subrace.
The only downside is that in some settings you might want to put dwarves and other races into the barbarian tribes mix.
I don't think we need this in the core...
Similar isn't it?I'm not sure you're right here. Suppose you could have a small suite of barbarian backgrounds, but then...how many can you think of that make sense for adventurers? Our standard Barbarian Warrior, maybe Shaman/Witchdoctor,...then what? Barbarian Chief? What other barbarian types could/would be adventurers? Barbarian Merchant?...how is he different from regular merchant dude? Barbarian Peasant?....still a Commoner IMO. If you really want to play one of these preliterate outliers, then the game is better off letting you kitbash a custom background rather than put all the possibilities in the game for everyone else to ignore.
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A human subrace? In addition to bordering on offending people sensitive to racial slights, intended or not, the big problem I have with that is putting a Maori inspired peoples and a Norse inspired peoples in the same subrace and just calling it good.
Remember what I said about making mistakes as a designer in assuming that everyone that wants to play your fantasy game also wants to play in your setting? It sounds to me in this discussion that you are increasingly not designing for a fantasy game which would suit everyone who has been playing D&D over the last 30 years, but which suits your particular setting specificly.
I am not sure if you're now thinking I was suggesting multiple barbarian backgrounds, but I wasn't... I was suggesting NO barbarian backgrounds at all, and instead to consider a barbarian human subrace.
So then you can have barbarian+clerics (shamans), barbarian+fighters, barbarian+rogues, barbarian+sorcerers etc. by combining it with classes and you can also have barbarian+merchants or barbarian+commoners by combining it with backgrounds.
Of course the limit of this idea is, as I mentioned already, that you cannot combine it anymore with races... you're stuck with human barbarians, and this can be wrong for many gaming groups. But notice that in 3e you had subraces such as Wild Elves for example, which were a little bit like barbarian elves.
So I am trying to think: what are the traits that more-or-less define the most common archetype of a D&D "barbarian"?
My answer is: physical toughness, survival instinct, familiarity with the wilderness. All these may be connected with the concept of less-than-civilized tribes, on the ground that having a more primitive civilization (perhaps even being nomadic) generally forces all their people to be tougher against the hazards of the wilderness and travel.
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Background, I am against it. Because the mechanics of background are granting 4 skills and a Trait. Maybe if you can design a GREAT trait for a barbarian background, it would be OK. But it's the skills that leave me skeptic, because beside Survival I don't see everyone in a barbarian tribe being all good at the same skills. They are a tribe, a community, so IMO they will have people specialized at different skills. They will have their commoners, their merchants, their soldiers, their sages, etc. so it might be best if "barbarian" isn't a background so that it doesn't "lock" the choice of a background.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.