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General Tabletop Discussion
*Dungeons & Dragons
Brainstorming a new Rage mechanic
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<blockquote data-quote="GlassJaw" data-source="post: 7960745" data-attributes="member: 22103"><p>Overall, I don't have too much of an issue with the barbarian but (having played a barbarian in 5E) I do agree that managing rages/rest is <em>extremely </em>important - and challenging. And much more so if the campaign runs closer to the expected number of encounters/rest.</p><p></p><p>Because so much of its power is tied to rage, the barbarian is really lacking when not raging. Interestingly enough, the barbarian feels it much more at lower levels because rages increase with level.</p><p></p><p>So I see two design goals: 1) mitigate the "all or nothing" feel of raging vs. not raging, and 2) mitigate the necessity to manage the rages/rest.</p><p></p><p>I do like the idea of making rage more of a "stance" that can be toggled on and off. I also like the idea of using different conditions to trigger various rage effects. Hmm...<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite24" alt=":unsure:" title="Unsure :unsure:" loading="lazy" data-shortname=":unsure:" /></p><p></p><p>Now I'm thinking of different types of "rages", each with different effects (positive/negative) that are triggered (either turned on or off) by different conditions. Different rages (stances) could be tied to the subclasses as well. Even better if the player can choose their rage "type" at level 1 (moving all path choices to level 1 has been one of my homebrew projects as well).</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7960745, member: 22103"] Overall, I don't have too much of an issue with the barbarian but (having played a barbarian in 5E) I do agree that managing rages/rest is [I]extremely [/I]important - and challenging. And much more so if the campaign runs closer to the expected number of encounters/rest. Because so much of its power is tied to rage, the barbarian is really lacking when not raging. Interestingly enough, the barbarian feels it much more at lower levels because rages increase with level. So I see two design goals: 1) mitigate the "all or nothing" feel of raging vs. not raging, and 2) mitigate the necessity to manage the rages/rest. I do like the idea of making rage more of a "stance" that can be toggled on and off. I also like the idea of using different conditions to trigger various rage effects. Hmm...:unsure: Now I'm thinking of different types of "rages", each with different effects (positive/negative) that are triggered (either turned on or off) by different conditions. Different rages (stances) could be tied to the subclasses as well. Even better if the player can choose their rage "type" at level 1 (moving all path choices to level 1 has been one of my homebrew projects as well). [/QUOTE]
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