Bront said:
I disagree here on several points. The fighter is considered too generic, and still fairly simple by most people, and untill the PHBII, was considered a bad class to take too many levels in, and generaly still considered one of the simplest classes to take.
You state you disagree, but in fact your statements are very much in sync with what I was saying. To summarize: the fighter was intended to be easy to learn and hard to master, and people who weren't able or inclined to make the attempt to master it wound up with mediocre fighters. The "easy to learn" part correlates with what you say above about its genericness and simplicity, and the "hard to master" part meshes with your claim that some considered it a bad class to take too many levels in.
The place where we're not connecting is that you're not truly talking about shortcomings with the fighter class or the feats available, but with folks who picked up on the "easy to learn" bit, but didn't get a handle on the "tough to master" aspect. Instead, some people want the fighter to be "easy to learn, nothing to master". Rather than finding combinations of feats that synergized with each other, they favor prerequisite-guided feat chains that provided a clear-cut path for turning a fighter into a powerhouse.
Which was what they ultimately got in the PHBII; a fighter made barb-simple. I'm cool with that, and I like the new feats, but the class didn't need that stuff to be effective. The folks who derided single-classed fighters were just deriding the class for not providing straightforward paths.
While there aren't extras, dealing with the rage effects is a fairly complex task, and in some way, the limited abount of feats available makes it so that it's harder to have less feats, as you can't make a mistake.
In relation to the game of D&D, rage is not complex. Adding +2 to hit and damage is not particularly challenging, nor is gaining two hit points per level, or a Will save bonus. D&D is all about racking up bonuses, nothing special there.
As for picking feats, a player who's keeping it simple has a two-handed weapon. Now, where are you going from there? Power attack, almost de facto. There's a nice little prereq-guided feat chain to go down.
Interesting take, and in some way, it makes sense, but you're again assuming the Barbarian is going to blindly charge into everything no matter what.
No, not at all. What I'm saying is that the barbarian is equipped to be simple--plug and play, as Doghead aptly puts it. You can go in other directions if you wish (wanna be a 2WF barb? more power to thee) it's very friendly to the players who just want to smash things with a really big sword.
This is the point that made me want to reply to this. The 4 skill points represents the fact that Barbarians, as written, have training in a wide variety of skills for survival (Survival, Listen, Jump, Climb, Swim, etc), and not put in to simply allow the barbarian to not be hurt by a low Int. Fighters spend their time fighting, therefore don't get many skill points. Clerics and Wizards study, so not many skill points. Barbarians spend time doing things, which lends to them getting skill points.
Well, let's see how disparate the fighter and barbarian skillsets are:
Fighters get Climb, Craft, Handle Animal, Intimidate, Jump, Ride, and Swim.
Barbarians get Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim.
OK, who amongst us really sees a gaping chasm between the two skillsets? I find the arguement that a barbarian spends more time taking classes in jumping, intimidating, and riding than a fighter because barbarians just don't spend all that much time beating things up to be rather specious. And not just from a logical or intuitive standpoint (though that's certainly there), but from the more objective perspective that skill-point allotment is largely a function of class balance. It relates to how many class skills the class has (in this case, 9 to the fighter's 7), and the sum of its total package of modifiers--skill points, hit dice, BAB, and saves. The barb is compensated more handsomely than the fighter, and the reason for doing so certainly isn't because the class needs to be a skilmonger in order to pull its weight.