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*Pathfinder & Starfinder
Barbarian cheese? Some advice
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<blockquote data-quote="Korak" data-source="post: 3012871" data-attributes="member: 9781"><p>Barbarians are fun to play, and can be fun to DM too. The mechanics reinforce the undisciplined, passionate flavor of the class. The biggest things to remember would be:</p><p></p><p>1. Make sure player properly tracks rage duration... the hit point you lose at the end of a rage can often put down a barbarian if he isn't healing in a timely manner.</p><p></p><p>2. No cha, int, or dex based skills (except Balance, Escape Artist, Intimidate, and Ride) so no tumbling, no hiding or moving silently</p><p></p><p>3. No command word/spell trigger/spell completion magic item activation/deactivation while raging... no rings of spell storing, no turning haste boots on or off... pretty much, only constant effect or potions are usable.</p><p></p><p>4. No Combat Expertise</p><p></p><p>5. Also, one thing many melee "cheese" builds use include only 1 or 2 barbarian levels and then take the extra rage feat one or more times. If you find that distasteful, one house rule I have seen used and liked was raising the pre-reqs from "ability to rage" to ability to rage 2/day.</p><p></p><p>Now, a side note about your house rule...</p><p></p><p></p><p>I'm not saying it's a bad idea, but I will stress that the game was designed for stat items. They are a fantastic value at the DMG prices, and you might consider adding 25% or 50% to the cost, instead of removing them from the game... or give your players a more generous point buy. Much more than previous editions, 3.0 and 3.5 expect ability scores to escalate beyong the "normal human range." Perhaps you want to give a stat point every 2 levels instead of every 4 and have it represent the characters growth or training (thus innate, and not magical or gear related) and then remove or greatly rarify actual stat boosting items.</p></blockquote><p></p>
[QUOTE="Korak, post: 3012871, member: 9781"] Barbarians are fun to play, and can be fun to DM too. The mechanics reinforce the undisciplined, passionate flavor of the class. The biggest things to remember would be: 1. Make sure player properly tracks rage duration... the hit point you lose at the end of a rage can often put down a barbarian if he isn't healing in a timely manner. 2. No cha, int, or dex based skills (except Balance, Escape Artist, Intimidate, and Ride) so no tumbling, no hiding or moving silently 3. No command word/spell trigger/spell completion magic item activation/deactivation while raging... no rings of spell storing, no turning haste boots on or off... pretty much, only constant effect or potions are usable. 4. No Combat Expertise 5. Also, one thing many melee "cheese" builds use include only 1 or 2 barbarian levels and then take the extra rage feat one or more times. If you find that distasteful, one house rule I have seen used and liked was raising the pre-reqs from "ability to rage" to ability to rage 2/day. Now, a side note about your house rule... I'm not saying it's a bad idea, but I will stress that the game was designed for stat items. They are a fantastic value at the DMG prices, and you might consider adding 25% or 50% to the cost, instead of removing them from the game... or give your players a more generous point buy. Much more than previous editions, 3.0 and 3.5 expect ability scores to escalate beyong the "normal human range." Perhaps you want to give a stat point every 2 levels instead of every 4 and have it represent the characters growth or training (thus innate, and not magical or gear related) and then remove or greatly rarify actual stat boosting items. [/QUOTE]
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Barbarian cheese? Some advice
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