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Barbarian - Path of the Spellbreaker
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<blockquote data-quote="JEB" data-source="post: 6627084" data-attributes="member: 10148"><p>Hi, JamesTheLion! Thanks for the feedback, and glad you like it! Good catch that this is mainly an homage to the 1E Barbarian.</p><p></p><p>Point-by-point responses:</p><p></p><p></p><p></p><p>You're absolutely right on the fluff. This is just barebones at this point, to lock down the rules language and the order of the features. I will likely add said fluff when I write this up for my players for my campaign.</p><p></p><p>And I like those alternate feature names! But I'll probably keep it simple, at least for now. (The name that does bug me is "Itembreaker". Wish there was a cooler generic term for "magic item". Talisman isn't bad, but that's also a specific type of magic item...)</p><p></p><p><em>Edit: Alternate for "Itembreaker" - "Wandbreaker"? Also specific, but I like the parallelism... or maybe something like "Wonderbreaker"?</em></p><p></p><p></p><p></p><p>It is a bit one-dimensional, but that was an unavoidable side effect of packing all those anti-magic features in there. Also, I figure a Spellbreaker is so dedicated to crushing evil wizards and the like that they don't concentrate on developing much else.</p><p></p><p>As for the Resistant Rage/Antimagic Fury bit, the second is meant to be an upgrade to the first. Antimagic Fury is carefully designed to allow you to ignore all spells requiring a save, while leaving R.R.'s resistance to spell damage unchanged. The idea is that the Spellbreaker is basically taking Resistant Rage, and cranking its resistance to saves to 11 (or is that 14?), so he can be really sure he can charge on through and get that necromancer. (Were there abilities above 14, I'd probably have an ability that DOES give temporary immunity to spell damage. Maybe.)</p><p></p><p></p><p></p><p>Yeah, I agree that Itembreaker is very specific, and pretty minor for level 10. I almost looked at it as a "ribbon", to use Wizards' terminology from the last Unearthed Arcana. That said, I did make it something the Spellbreaker can do all the time, not only when raging, as an attempt to compensate.</p><p></p><p>But level 3 actually feels a little too low - 5E seems to expect you not to have very many magic items at that point, and being able to destroy a big bad's Sword of Plot +1 might actually be too big a deal so early in a campaign. </p><p></p><p>Now, earlier, I considered pushing it down to level 6, or even combining it with Wardbreaker (logical extension, right?), but I was worried that would make level 6 too "heavy" compared to the others. And it still might. But now I'm thinking about it again...</p><p></p><p><em>Edit: Actually, I just remembered that magic items are supposed to be resistant to ALL damage. Not just damage inflicted by a nonmagical weapon, but all damage period. So overcoming that is arguably a tier above Wardbreaker. As such, as minor as it is, I'm probably gonna leave it at level 10.</em></p></blockquote><p></p>
[QUOTE="JEB, post: 6627084, member: 10148"] Hi, JamesTheLion! Thanks for the feedback, and glad you like it! Good catch that this is mainly an homage to the 1E Barbarian. Point-by-point responses: You're absolutely right on the fluff. This is just barebones at this point, to lock down the rules language and the order of the features. I will likely add said fluff when I write this up for my players for my campaign. And I like those alternate feature names! But I'll probably keep it simple, at least for now. (The name that does bug me is "Itembreaker". Wish there was a cooler generic term for "magic item". Talisman isn't bad, but that's also a specific type of magic item...) [i]Edit: Alternate for "Itembreaker" - "Wandbreaker"? Also specific, but I like the parallelism... or maybe something like "Wonderbreaker"?[/i] It is a bit one-dimensional, but that was an unavoidable side effect of packing all those anti-magic features in there. Also, I figure a Spellbreaker is so dedicated to crushing evil wizards and the like that they don't concentrate on developing much else. As for the Resistant Rage/Antimagic Fury bit, the second is meant to be an upgrade to the first. Antimagic Fury is carefully designed to allow you to ignore all spells requiring a save, while leaving R.R.'s resistance to spell damage unchanged. The idea is that the Spellbreaker is basically taking Resistant Rage, and cranking its resistance to saves to 11 (or is that 14?), so he can be really sure he can charge on through and get that necromancer. (Were there abilities above 14, I'd probably have an ability that DOES give temporary immunity to spell damage. Maybe.) Yeah, I agree that Itembreaker is very specific, and pretty minor for level 10. I almost looked at it as a "ribbon", to use Wizards' terminology from the last Unearthed Arcana. That said, I did make it something the Spellbreaker can do all the time, not only when raging, as an attempt to compensate. But level 3 actually feels a little too low - 5E seems to expect you not to have very many magic items at that point, and being able to destroy a big bad's Sword of Plot +1 might actually be too big a deal so early in a campaign. Now, earlier, I considered pushing it down to level 6, or even combining it with Wardbreaker (logical extension, right?), but I was worried that would make level 6 too "heavy" compared to the others. And it still might. But now I'm thinking about it again... [i]Edit: Actually, I just remembered that magic items are supposed to be resistant to ALL damage. Not just damage inflicted by a nonmagical weapon, but all damage period. So overcoming that is arguably a tier above Wardbreaker. As such, as minor as it is, I'm probably gonna leave it at level 10.[/i] [/QUOTE]
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