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*Dungeons & Dragons
Barbarian (Playtest 7)
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<blockquote data-quote="Leatherhead" data-source="post: 9122398" data-attributes="member: 53176"><p>Consider the following. </p><p></p><p>Most new monsters don't have magic weapons, they instead use elemental damage on their attacks. Even the humanoids. Force and psychic damage are the two most common types of damage for monsters to use now, and outside of that, you might legitimately have no idea what kind of damage resistance to pick. You can be sure that an elemental coded creature like a Dragon can use their designated element, but beyond that it's a crapshoot. There is a "Ranger" NPC you are fighting, what elemental resistance do you pick? Poison to represent their low cunning? Fire because they might have some analog to Flame Arrow? Lightning for the same reason? </p><p></p><p>And I want to emphasize, because it might have been glossed over, these are<em> Attacks</em> (even the Mages use attack rolls). Which punish the Barbarian for using Reckless Attack (the Barbarian's primary damage boosting mechanic). So new monsters make Barbarians feel far more squishy than older designed monsters, especially in the later levels of the game, where Barbarians kind of fall off in comparison to their adventuring piers. </p><p></p><p>This new Bear nerf simply doesn't hit the design team goals. Having elemental resistance is more important now than it was at the beginning of 5e, making Bear more overbearing, not less. All the nerf does is change Bear from low system mastery pick to a high system mastery pick, and that's just not congruent for a class intended to be a the smashy-smashy Hulk analog.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 9122398, member: 53176"] Consider the following. Most new monsters don't have magic weapons, they instead use elemental damage on their attacks. Even the humanoids. Force and psychic damage are the two most common types of damage for monsters to use now, and outside of that, you might legitimately have no idea what kind of damage resistance to pick. You can be sure that an elemental coded creature like a Dragon can use their designated element, but beyond that it's a crapshoot. There is a "Ranger" NPC you are fighting, what elemental resistance do you pick? Poison to represent their low cunning? Fire because they might have some analog to Flame Arrow? Lightning for the same reason? And I want to emphasize, because it might have been glossed over, these are[I] Attacks[/I] (even the Mages use attack rolls). Which punish the Barbarian for using Reckless Attack (the Barbarian's primary damage boosting mechanic). So new monsters make Barbarians feel far more squishy than older designed monsters, especially in the later levels of the game, where Barbarians kind of fall off in comparison to their adventuring piers. This new Bear nerf simply doesn't hit the design team goals. Having elemental resistance is more important now than it was at the beginning of 5e, making Bear more overbearing, not less. All the nerf does is change Bear from low system mastery pick to a high system mastery pick, and that's just not congruent for a class intended to be a the smashy-smashy Hulk analog. [/QUOTE]
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Barbarian (Playtest 7)
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