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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="Edena_of_Neith" data-source="post: 2765190" data-attributes="member: 2020"><p>(chuckles)</p><p></p><p> I see you Don't Get To Outrun the Big, Bad, Barbarian (mages, take note!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> Heh, start a barbarian with 12 hit points, add 4 for an 18 constitution, then Rage and gain 2 more. 18 hit points. Not bad.</p><p> Then add that Diehard Feat where you can function at negative hit points.</p><p> THAT'S who I want in the front of the party, defending my cleric! (And I see that clerics have an orison that stops the barbarian from dying from going to negative hit points, based on what I've read further on in the book. The cleric starts with 3 of those, too.)</p><p></p><p> I like the Uncanny Dodge ability of the barbarian a lot. It seems from reading further that everyone gets caught Flat-Footed, typically, but not anyone with Uncanny Dodge. So the barbarian will start the fight with full Dex bonuses.</p><p> If you're not wearing armor (and from reading further on it seems wearing armor in 3.5 is quite onerous) then you're dead, if caught Flat Footed with no dexterity bonus to AC.</p><p></p><p> Trap sense is fine, but I can't see a barbarian messing around with traps. That's for the rogue to do ...</p><p></p><p> Improved Uncanny Dodge: Wolf-Pack Tactics will no longer work on the barbarian ...</p><p></p><p> Damage Reduction: LOL. I punch the barbarian! I do 3 points of damage. DM: No, you do NO damage. But the Big, Bad Barbarian is now mad. You can't outrun him, so I suggest you find an immediate, inventive way of ... placating him?</p><p></p><p> Greater Rage: If what I am reading is true, a 20th level barbarian using Greater Rage, who had an 18 constitution before using Greater Rage, would gain 60 hit points. That is because the hit point bonus at 18 con is + 4, but the hit point bonus at 24 con is + 7, and the barbarian gains 6 points of con from his Greater Rage. Multiply 3 times 20 levels, and you have 60 hit points.</p><p></p><p> Indomitable Will: I would have said that a + 4 wouldn't mean that much to a 14th level barbarian. But considering the new saving throws, it literally doubles his saving throw bonus.</p><p></p><p> Tireless Rage: So Fatigue causes - 2 to Strength and Dexterity, right? That alters BAB, damage rolls, and AC normally, right? They are all penalized?</p><p></p><p> Mighty Rage: It seems to me this would give the 20th level barbarian an extra 80 hit points (4 hit points per level, because an increase of 8 to constitution equals + 4 to hit points.) Correct?</p><p></p><p> And ... just WHAT are Krusk's wrists made out of? Solid steel? I doubt I could even PICK UP that giant axe, much less hold it upright in one hand! LOL. I wouldn't want to arm wrestle that guy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2765190, member: 2020"] (chuckles) I see you Don't Get To Outrun the Big, Bad, Barbarian (mages, take note!) :) Heh, start a barbarian with 12 hit points, add 4 for an 18 constitution, then Rage and gain 2 more. 18 hit points. Not bad. Then add that Diehard Feat where you can function at negative hit points. THAT'S who I want in the front of the party, defending my cleric! (And I see that clerics have an orison that stops the barbarian from dying from going to negative hit points, based on what I've read further on in the book. The cleric starts with 3 of those, too.) I like the Uncanny Dodge ability of the barbarian a lot. It seems from reading further that everyone gets caught Flat-Footed, typically, but not anyone with Uncanny Dodge. So the barbarian will start the fight with full Dex bonuses. If you're not wearing armor (and from reading further on it seems wearing armor in 3.5 is quite onerous) then you're dead, if caught Flat Footed with no dexterity bonus to AC. Trap sense is fine, but I can't see a barbarian messing around with traps. That's for the rogue to do ... Improved Uncanny Dodge: Wolf-Pack Tactics will no longer work on the barbarian ... Damage Reduction: LOL. I punch the barbarian! I do 3 points of damage. DM: No, you do NO damage. But the Big, Bad Barbarian is now mad. You can't outrun him, so I suggest you find an immediate, inventive way of ... placating him? Greater Rage: If what I am reading is true, a 20th level barbarian using Greater Rage, who had an 18 constitution before using Greater Rage, would gain 60 hit points. That is because the hit point bonus at 18 con is + 4, but the hit point bonus at 24 con is + 7, and the barbarian gains 6 points of con from his Greater Rage. Multiply 3 times 20 levels, and you have 60 hit points. Indomitable Will: I would have said that a + 4 wouldn't mean that much to a 14th level barbarian. But considering the new saving throws, it literally doubles his saving throw bonus. Tireless Rage: So Fatigue causes - 2 to Strength and Dexterity, right? That alters BAB, damage rolls, and AC normally, right? They are all penalized? Mighty Rage: It seems to me this would give the 20th level barbarian an extra 80 hit points (4 hit points per level, because an increase of 8 to constitution equals + 4 to hit points.) Correct? And ... just WHAT are Krusk's wrists made out of? Solid steel? I doubt I could even PICK UP that giant axe, much less hold it upright in one hand! LOL. I wouldn't want to arm wrestle that guy. :) [/QUOTE]
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