Barbarian - likes and dislikes?

TheLe

First Post
Quick question for you all concerning D&D 3.5, especially since my other thread has gone so well.

What do you like, and dislike, about the Barbarian?

Be as specific or non specific as you like.

~Le
 

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Like...
Fast movement!
DR
Break stuff! Grr!
Did I mention fast movement?

Don't like...
Always at half hit points or less!
Almost never actually get to play one!

-The Gneech :cool:
 


Don't Like

I don't like the name, since the class really doesn't model any particular type of 'barbarian,' much less all of them - although I only MIND the name if I have a GM who is slaved to the idea that class names/fluff are more than suggestions.

Actually, I don't like the barbarian's flavor in general. It's all over the map, culturally-speaking. Rage is pseudo-Norse, fast movement seems more North American, damage reduction... eh, I don't know, someplace/time where ritual scarification was common, which is true of a lot of "barbaric"/tribal cultures but not, off hand, of Norse or most North American. :\ Throwing the lot together and calling it a generic barbarian doesn't cut it for me, and wouldn't even if I wanted anything more than suggestions in my flavor text. At least make the prepacked fluff/suggestion GOOD.

Alignment restriction. How about NO.

Illiteracy. I can't tell if this is actually a balance issue (in which case it's bad design because Ranger 1/Barbarian x gets around it) or not (in which case it's bad design because it penalizes the class for no reason).

Like

Aside from Illiteracy, the 3.5 barbarian is a very well designed class. It's good enough to be worth going to 20th level and gets some interesting abilities at most levels.

Indeed, barbarian is probably the only class in the PHB I would consider playing to 20th level (which isn't to say it's especially STRONG at higher levels, just enjoyable).

On the flip side, barbarian doesn't penalize multiclassing the way spellcasting classes do. Barbarian 1-4 and 6 are perfectly viable components of a multiclassed character.
 

I like the Barbarian just fine. About the only gripe I can come up with is that it's not an especially flexible class, but not every class needs to be about customization, so whatever.

All the special abilities are nice, and add to the overall flavor and playstyle of the class. I did think the "Totem Barbarian" variants in UA were pretty nifty, aside from pretty much all of them being weaker than a normal Barb.
 


I like it. I wish they had to make a will save or attack an ally if no enemies are present like a true beserker, but that's easy enough to houserule.
 


Dislike:

Trap Sense. Not sure why, it just never clicked as being a Barbarian type thing for me.
At lower levels, it can be a bit difficult to pick when to rage.
The alignment and illiteracy are a bit annoying, since the really pigeonhole the barbarian as a wild savage.

Like:

Honestly? Just about everything else. Can't beat a d12 for the hit die. 4 skill points and a decent list of class skills. DR and fast movement are nice abilities, as is uncanny dodge/improved uncanny dodge. And, of course, rage. Its nice on its own, but it keeps getting better at higher levels. Throw in Power Attack and a two-handed weapon, and let the good times (and opponents heads) roll.
 

I generally like the Barbarian, but if I were in charge of a redesign:

1) Trap Sense would be a more general "Danger Sense"...broader but somewhat less powerful.

2) The class would have more flexibility to reflect a variety of "barbarian" cultures, represented by cascading class abilities. In other words, after choosing a barbarian archetype at 1st level, the PC gains class abilities and skillsets based on the archetype. So a "Berserker" type barbarian would get Rage related abilities like the current version, and possibly other abilities like Feats of Strength (like the Strength domain power) or "Curdle the Blood" (a Fear effect mentioned in my MIA Berserker class...I'm prayin' for ya, Admins!). Meanwhile, other kinds might go for mounted combat a la the Mongols, running endurance like the Zulus, the archery of the Plains Indians, or totemic animal powers.
 

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