Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Barbarian Archetype: Wild Soul [PEACH]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MechaPilot" data-source="post: 7580978" data-attributes="member: 82779"><p>In addition to just being different from the Battlemaster, I specifically wanted something that starts each fight with no resources and has to earn them as they go. I went with a lower die value specifically because I knew the dice would accumulate quickly. However, I feel like [MENTION=6801204]Satyrn[/MENTION] had a great idea for limiting the pace of gaining Momentum (as well as fixing a wording issue I missed on my first draft, and on my review before posting it here).</p><p></p><p></p><p></p><p></p><p>As previously mentioned, part of the point was to specifically avoid rest-gating. This kind of fighter (or barbarian, if I take that part of [MENTION=40552]Quartz[/MENTION] advice) doesn't do their best work when they get up from a rest; that's when they're at their worst. They're at their best when they're immersed in a cocktail of blood, sweat and adrenaline; running along the razor's edge of the fight-or-flight instinct.</p><p></p><p>Throat punch probably does need a tweak, looking at it again. Maybe a save at the end of each of the target's turns to throw off the effect.</p><p></p><p>As for the archetype being versatile: well, if versatility were inherently bad then wizards casting ritual spells should fall by the wayside as well.</p><p></p><p></p><p></p><p></p><p>Can you please elaborate on what it is that you find not fun about the Breaking ability? Most of the people I've mentioned it to think it sounds really cool. I'd appreciate some honest feedback from someone with a different point of view on it.</p><p></p><p>Also, the "double-dipping" on the breaking ability is in-line with several Battlemaster features who add their superiority die to damage even if the target makes its save against the maneuver. Breaking is a little bit light in that regard because if the target fails the save and gets the lasting injury, you don't do the three momentum dice worth of extra damage to it.</p><p></p><p></p><p></p><p></p><p>Gaining dice every fight but starting with none of them is very specifically part of what I want to accomplish. No other class starts every fight (even their first one after a long rest) with no resource to power their abilities and has to earn them as they fight. That's also part of the reason I keyed gaining the dice off of melee combat; no gaining them while sniping at incoming foes.</p><p></p><p>I could easily see it being a barbarian archetype, and I'm certainly considering making it one. I would definitely have to rework Rage for that archetype though. That said, I could easily see a change where you only get momentum dice while raging. That might even be highly appropriate.</p><p></p><p></p><p></p><p></p><p>I like that idea.</p><p></p><p>It also deals with the timing issue nicely. By that, I mean there's a flaw in my original wording where you gain the die after making a successful attack. In theory, that could mean gaining it before you even roll damage for the attack, and then spending it to add a momentum die's worth of damage to the attack that granted it to you.</p><p></p><p></p><p></p><p></p><p>Thank you. I agree that (even if I weren't to make any other changes) the limiter proposed by [MENTION=6703052]SA[/MENTION]turn is a good one because it fixes both that issue and the timing issue I mentioned my reply to him.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7580978, member: 82779"] In addition to just being different from the Battlemaster, I specifically wanted something that starts each fight with no resources and has to earn them as they go. I went with a lower die value specifically because I knew the dice would accumulate quickly. However, I feel like [MENTION=6801204]Satyrn[/MENTION] had a great idea for limiting the pace of gaining Momentum (as well as fixing a wording issue I missed on my first draft, and on my review before posting it here). As previously mentioned, part of the point was to specifically avoid rest-gating. This kind of fighter (or barbarian, if I take that part of [MENTION=40552]Quartz[/MENTION] advice) doesn't do their best work when they get up from a rest; that's when they're at their worst. They're at their best when they're immersed in a cocktail of blood, sweat and adrenaline; running along the razor's edge of the fight-or-flight instinct. Throat punch probably does need a tweak, looking at it again. Maybe a save at the end of each of the target's turns to throw off the effect. As for the archetype being versatile: well, if versatility were inherently bad then wizards casting ritual spells should fall by the wayside as well. Can you please elaborate on what it is that you find not fun about the Breaking ability? Most of the people I've mentioned it to think it sounds really cool. I'd appreciate some honest feedback from someone with a different point of view on it. Also, the "double-dipping" on the breaking ability is in-line with several Battlemaster features who add their superiority die to damage even if the target makes its save against the maneuver. Breaking is a little bit light in that regard because if the target fails the save and gets the lasting injury, you don't do the three momentum dice worth of extra damage to it. Gaining dice every fight but starting with none of them is very specifically part of what I want to accomplish. No other class starts every fight (even their first one after a long rest) with no resource to power their abilities and has to earn them as they fight. That's also part of the reason I keyed gaining the dice off of melee combat; no gaining them while sniping at incoming foes. I could easily see it being a barbarian archetype, and I'm certainly considering making it one. I would definitely have to rework Rage for that archetype though. That said, I could easily see a change where you only get momentum dice while raging. That might even be highly appropriate. I like that idea. It also deals with the timing issue nicely. By that, I mean there's a flaw in my original wording where you gain the die after making a successful attack. In theory, that could mean gaining it before you even roll damage for the attack, and then spending it to add a momentum die's worth of damage to the attack that granted it to you. Thank you. I agree that (even if I weren't to make any other changes) the limiter proposed by [MENTION=6703052]SA[/MENTION]turn is a good one because it fixes both that issue and the timing issue I mentioned my reply to him. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Barbarian Archetype: Wild Soul [PEACH]
Top