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Barbarian Archetype: Path of the Hulk
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<blockquote data-quote="Hawk Diesel" data-source="post: 7259003" data-attributes="member: 59848"><p>Ok guys, thanks for all the feedback! I'm gonna go through and address some of it here.</p><p></p><p></p><p></p><p>So this definitely hits on something. Barbarians already get advantage on strength checks and saving throws. The advantage of enlarge is how it affects certain kinds of forced movement and grapple effects, and it also effects the amount of weight you can carrying. Enlarge as a spell also offers the additional d4 damage, whereas I believe large creatures deal double the damage dice for a given type of weapon (though as you pointed out, the weapons wouldn't also grow for a barbarian of this archetype). So gaining something like the enlarge spell is decent, I feel that it is also not quite enough by itself. It also gets finicky because I want to create a barbarian that has incentive to go unarmed, but can also have benefits to someone that wishes to continue using weapons.</p><p></p><p></p><p></p><p>I actually quite like this idea. As I think about the idea of incorporating Great Weapon Master into the design, it doesn't really fit. But I like the idea of a great leap. Maybe you can also deal damage to those around you as you leap down, similar to the Barbarian ability in Diablo 2 and 3.</p><p></p><p></p><p></p><p>I really like the idea of throwing enemies. That also sounds interesting to add in there somewhere.</p><p></p><p></p><p></p><p>Personally, I hate the idea of exhaustion or having a significant cost to using a class ability. I think only the Berserker barbarian has such a cost attached to a class ability. Every other ability is limited by rest, resource cost, or action economy. From my perspective, this should be maintained. A player shouldn't be punished for using their class abilities. At least that's my perspective.</p><p></p><p></p><p></p><p></p><p></p><p>I'm with [MENTION=6801328]Elfcrusher[/MENTION] on this one. I don't like consequences for using class abilities, especially ones that create PvP situations. But as this is inspired by the Hulk, having some kind of difficulty ending rage or something happen if the rage ends early would be interesting. I think any such thing should lean more towards flavor than mechanical impairment, but let's see what we can come up with.</p><p></p><p></p><p></p><p>That's why I was using a base unarmed damage at d6 and doubling rage damage. Bigger weapons might deal more damage, but you deal more consistent damage with unarmed strike, especially at higher levels. That was my thought process anyways. </p><p></p><p></p><p></p><p>That's fair. I think once I nail down the mechanics a bit more, I can work more on the flavor to better separate the concepts and give this path a stronger identity of its own.</p><p></p><p></p><p></p><p>Yea, I'm beginning to see that myself...</p><p></p><p></p><p></p><p>I can understand that, but most barbarians will favor the heavy hitting weapons that deal d12 or 2d6. While I don't like the idea of barbarians being better at unarmed strikes than a monk, I'm somewhat ok with it if the base damage die doesn't increase as a monk's does. But I'm thinking I may have an idea for that...</p><p></p><p></p><p></p><p>That is an interesting idea. It does get a little bit complicated though if you are a halfling Barbarian of the Hulk, but nothing insurmountable.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7259003, member: 59848"] Ok guys, thanks for all the feedback! I'm gonna go through and address some of it here. So this definitely hits on something. Barbarians already get advantage on strength checks and saving throws. The advantage of enlarge is how it affects certain kinds of forced movement and grapple effects, and it also effects the amount of weight you can carrying. Enlarge as a spell also offers the additional d4 damage, whereas I believe large creatures deal double the damage dice for a given type of weapon (though as you pointed out, the weapons wouldn't also grow for a barbarian of this archetype). So gaining something like the enlarge spell is decent, I feel that it is also not quite enough by itself. It also gets finicky because I want to create a barbarian that has incentive to go unarmed, but can also have benefits to someone that wishes to continue using weapons. I actually quite like this idea. As I think about the idea of incorporating Great Weapon Master into the design, it doesn't really fit. But I like the idea of a great leap. Maybe you can also deal damage to those around you as you leap down, similar to the Barbarian ability in Diablo 2 and 3. I really like the idea of throwing enemies. That also sounds interesting to add in there somewhere. Personally, I hate the idea of exhaustion or having a significant cost to using a class ability. I think only the Berserker barbarian has such a cost attached to a class ability. Every other ability is limited by rest, resource cost, or action economy. From my perspective, this should be maintained. A player shouldn't be punished for using their class abilities. At least that's my perspective. I'm with [MENTION=6801328]Elfcrusher[/MENTION] on this one. I don't like consequences for using class abilities, especially ones that create PvP situations. But as this is inspired by the Hulk, having some kind of difficulty ending rage or something happen if the rage ends early would be interesting. I think any such thing should lean more towards flavor than mechanical impairment, but let's see what we can come up with. That's why I was using a base unarmed damage at d6 and doubling rage damage. Bigger weapons might deal more damage, but you deal more consistent damage with unarmed strike, especially at higher levels. That was my thought process anyways. That's fair. I think once I nail down the mechanics a bit more, I can work more on the flavor to better separate the concepts and give this path a stronger identity of its own. Yea, I'm beginning to see that myself... I can understand that, but most barbarians will favor the heavy hitting weapons that deal d12 or 2d6. While I don't like the idea of barbarians being better at unarmed strikes than a monk, I'm somewhat ok with it if the base damage die doesn't increase as a monk's does. But I'm thinking I may have an idea for that... That is an interesting idea. It does get a little bit complicated though if you are a halfling Barbarian of the Hulk, but nothing insurmountable. [/QUOTE]
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