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Barbarian Archetype: Path of the Hulk
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<blockquote data-quote="Hawk Diesel" data-source="post: 7259303" data-attributes="member: 59848"><p>My issue with doing it that way is that it gives greater incentive to medium sized races and makes it less appealing to small characters. There is a clear advantage to being Large versus Medium when it comes to grapple and forced movement effects. Plus it also just feels cooler. Additionally, it places a limit on small characters once they get their capstone. Personally, I like to keep mechanics even across races as much as possible outside of stat adjustments.</p><p></p><p></p><p></p><p>I don't think there's enough design space to include both Jump and the Shove bonus action. Berserker Barbarians gain Mindless Rage, Totem Barbarians can carrying stuff like someone one size larger and get advantage on checks to break things, and Battleragers get temp HP when taking a very specific type of action while raging. Plus I don't necessarily see this path as the master grappler. Hulk doesn't usually wrestle. He hits you, throws you, tears you apart, but rarely does he have the restraint necessary to grapple someone when bashing and smashing are also options.</p><p></p><p></p><p></p><p>The level 10 abilities for Barbarian Paths are essentially ribbon abilities, and usually aimed at either exploration or interaction rather than combat. I couldn't think of a better ribbon ability that worked with the theme, so I went with this one.</p><p></p><p></p><p></p><p>I don't think there needs to be mention of adding proficiency to the attack, since it is specified that it is a special type of unarmed strike. Also, I don't like the idea of a player wielding enemies as weapons. Tossed projectiles that might happen to hit other targets, maybe. But holding an enemy and using them as a bat? Nah. At least, that's not my style. </p><p></p><p>Personally, I don't think the range should be set or the target be treated as normal projectiles. The distance is varied to reflect that this is a living projectile that may be resisting. And it shouldn't be a guarantee that the raging hulk barbarian can toss the evil wizard into that chasm 30ft away. </p><p></p><p>And the damage should be standardized based around falling damage, rather than using the target's hit die. This way it doesn't require the DM to calculate or to share with the players the type of HD the enemies are using.</p><p></p><p>As for coupling it with rage, I think this is an ability that can only be done while raging. Assuming a large creature with 18 strength, their push, lift, or drag limit is 1,080 pounds. That may seem like a lot, but that is dead weight and you are just lifting it, not tossing it. When you factor in that this is a creature that may be actively fighting you and that you are trying to toss, that is not enough.</p><p></p><p>As an example, weighing 230 lbs as a track athlete with specialized training with a specific throwing technique, I could toss a 16 lb metal ball about 45 ft. That is about 7% my body weight, not fighting me outside its own inertia, with a specialized technique under perfect conditions. To scale that up, in order to toss a 230lb adventurer (who is not struggling and just dead weight) that far, a creature would need to weigh about 3,300 lbs, or twice as much as a 230lb adventurer that has grown to large size (since a creature's weight increases x8 when using the enlarge spell).</p><p></p><p>So even with a larger body size and near maxed strength, throwing someone any worthwhile distance is a feat of strength that can only be accomplished by someone raging with their adrenaline pumping hard.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7259303, member: 59848"] My issue with doing it that way is that it gives greater incentive to medium sized races and makes it less appealing to small characters. There is a clear advantage to being Large versus Medium when it comes to grapple and forced movement effects. Plus it also just feels cooler. Additionally, it places a limit on small characters once they get their capstone. Personally, I like to keep mechanics even across races as much as possible outside of stat adjustments. I don't think there's enough design space to include both Jump and the Shove bonus action. Berserker Barbarians gain Mindless Rage, Totem Barbarians can carrying stuff like someone one size larger and get advantage on checks to break things, and Battleragers get temp HP when taking a very specific type of action while raging. Plus I don't necessarily see this path as the master grappler. Hulk doesn't usually wrestle. He hits you, throws you, tears you apart, but rarely does he have the restraint necessary to grapple someone when bashing and smashing are also options. The level 10 abilities for Barbarian Paths are essentially ribbon abilities, and usually aimed at either exploration or interaction rather than combat. I couldn't think of a better ribbon ability that worked with the theme, so I went with this one. I don't think there needs to be mention of adding proficiency to the attack, since it is specified that it is a special type of unarmed strike. Also, I don't like the idea of a player wielding enemies as weapons. Tossed projectiles that might happen to hit other targets, maybe. But holding an enemy and using them as a bat? Nah. At least, that's not my style. Personally, I don't think the range should be set or the target be treated as normal projectiles. The distance is varied to reflect that this is a living projectile that may be resisting. And it shouldn't be a guarantee that the raging hulk barbarian can toss the evil wizard into that chasm 30ft away. And the damage should be standardized based around falling damage, rather than using the target's hit die. This way it doesn't require the DM to calculate or to share with the players the type of HD the enemies are using. As for coupling it with rage, I think this is an ability that can only be done while raging. Assuming a large creature with 18 strength, their push, lift, or drag limit is 1,080 pounds. That may seem like a lot, but that is dead weight and you are just lifting it, not tossing it. When you factor in that this is a creature that may be actively fighting you and that you are trying to toss, that is not enough. As an example, weighing 230 lbs as a track athlete with specialized training with a specific throwing technique, I could toss a 16 lb metal ball about 45 ft. That is about 7% my body weight, not fighting me outside its own inertia, with a specialized technique under perfect conditions. To scale that up, in order to toss a 230lb adventurer (who is not struggling and just dead weight) that far, a creature would need to weigh about 3,300 lbs, or twice as much as a 230lb adventurer that has grown to large size (since a creature's weight increases x8 when using the enlarge spell). So even with a larger body size and near maxed strength, throwing someone any worthwhile distance is a feat of strength that can only be accomplished by someone raging with their adrenaline pumping hard. [/QUOTE]
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