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Nope. Charge specifically says, you can't take any further actions this turn unless you spend an action point to take an extra action.

So you can charge a minion, drop it, use an action point to activate swift charge and take out another one. That's it.
 

I would think that the AC conundrum is exactly why they have Defender HP despite being Strikers.

This.

If they have the same AC as other strikers then they would most likely have the same hit points as other strikers, otherwise they'll be overpowered.

Their defense is hit points.

I don't think it would sit well with anyone if the Barbarian has the same hit points as a Rogue, so we're stuck with lower AC.
 

But if they're balanced with low dex/int and light armour, what happens when they ineviatbly pick Chain proficiency?

Then you've identified a potential problem with the class. =)

I doubt anyone envisions barbarians in full plates when they think of the class, so this is probably something that should be brought to the attention of the designers as a potential flaw (if they're not aware of it already).
 

Forgive me if this may have been raised before, but could it be the case that there will be other options to enter a Rage besides the Barbarian's powers? Perhaps some item with a Rage of it's own: other classes can get the benefit of the Rage on the item, but the Barbarian has extra options. If such items could conceivably be obtained before level 5, it could be conceivable to require the class feature before the class obtains two class Daily powers.

Or perhaps Rage is a condition that may be introduced with PHB2 with some penalty given. Say, an inability to use Daily powers (due to lack of focus). As a condition, it could then be used in mind-affecting "enrage" spells, or "mind-rotting" diseases, but due to their familiarity with blood-lust, Barbarian's are able to channel some of their Dailies into an alternative option.
 

Then you've identified a potential problem with the class. =)

I doubt anyone envisions barbarians in full plates when they think of the class, so this is probably something that should be brought to the attention of the designers as a potential flaw (if they're not aware of it already).

Um, no. They are not balanced with low dex/int and light armor. The design flaw in the class is the fact that they HAVE to take armor feats, not that they can.

And no, their Defender HP doesn't cut it especially since they will be in the middle of melee. Its not a significant enough HP boost to justify their horrible AC. They would get shredded.
 

As Star Pact warlocks, yes.

Its a little worse for the barbarian, because that Con modifier shows up absolutely everywhere in the powers and class bonuses previewed. But its basically the same boat. ...but its also a little easier for the barbarian, because pumping con will let them easily meet the chainmail armor prereqs, while the star pact warlock has to put some points into Str to get that. ...but the star pact warlock is a ranged combatant, and the barbarian is melee. ...but the barbarian has all those (con-keyed) abilities that give him temporary hit points.

So... different boats, same river?
I'd say the warlock is in worse shape, and it's not just limited to star pact either. True, the warlock has ranged attacks, but they're very short range; he's not sniping from a clock tower or anything. It's short enough that enemies can close the distance to melee if they desire, and that's to say nothing of the fact that (contrary to the bizarre notion I've encountered often) quite a few monsters are actually quite capable of attacking from range themselves. In general, monsters can pull off a lot of the same maneuvers that PC's can, so if they're consistently pancaking against the party's front line, then that's just that particular DM allowing things to happen that way by not using skirmishers, lurkers, and artillery monsters to good effect.

And once the flawed notion that ranged attacks equate to safety is off the table, then what's left? The warlock has both lower defense and lower offense than the other strikers, barb included.
This.

If they have the same AC as other strikers then they would most likely have the same hit points as other strikers, otherwise they'll be overpowered.

Their defense is hit points.

I don't think it would sit well with anyone if the Barbarian has the same hit points as a Rogue, so we're stuck with lower AC.
See above. Apparently, it must be balanced since the 'lock, whose limited to leather, is stuck with the same HP as a rogue.
 
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Drakhar I agree that is how it should be.
But knowing some of the people I have played D&D with this just what would come up.

Now you stated that the general description of charge states your turn ends.
but specific desriptions overide general desriptions.
Thus in Swift Charge it has a trigger.
which states: your attack reduces the enemy to 0 hit points.
then the effect of the charge happens again.
I see it as a never ending loop. the trigger going off every time the enemy reaches 0 hit points, until you miss or you don't do enough damage to reduce it to 0 hit points.
 

Except it doesn't cause a never ending loop. You can't use an Encounter power more then once an Encounter (Unless it says otherwise I.E Healing Word) Thus after the charge caused by Swift charge, the power is gone until you rest.
 

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