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dazed with charging.
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<blockquote data-quote="wolff96" data-source="post: 4867276" data-attributes="member: 342"><p>Unless the player designed a *very* unusual barbarian, his defenses are terrible. Barbarians tend to be very tough, but very easy to hit. Especially when attacks go againt Reflex or Will. (Take with grain of salt -- if he's using a spear or a heavy blade, he *might* be okay on one of those non-AC Defenses. If he's got a hammer or axe, though, they're terrible. <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></p><p>Building a charging barbarian is pretty easy. And half-orcs, goliaths, and minotaurs are exceedingly good at it. Half-orcs get the nice speed bonus, even though they're not QUITE as Barbarian-friendly as minotaurs, goliaths, and warforged.</p><p></p><p>So I would make sure to include at least a few fights with creatures that slow or immobilize based on Reflex or Will attacks. Not all the time -- this is the barbarian's strength, after all, so he should get solid mileage out of his character in most battles -- but definitely throw it in there.</p><p></p><p>One last thought: Barbarian Chargers can be seperated and killed *very* easily. (Especially Half-Orc barbarians in a 'Swift Panther Rage'... between racial bonus, the speed-boosting rage, and the at-will power's "in a rage" rider, they have a charge range of <em>TWENTY SQUARES.</em>) They tend to be fast and can get in over their heads quickly if the player isn't careful. Putting a juicy target behind a hidden pit trap, throwing in a portcullis to divide the battlefield, or even having skirmishers that block his line of retreat back to the party can all really ruin a charge-happy barbarians day.</p><p></p><p>EDIT: 20 Squares requires the barbarian to move and then charge, so it is using almost their full turn. Wasn't very clear in my original paragraph.</p></blockquote><p></p>
[QUOTE="wolff96, post: 4867276, member: 342"] Unless the player designed a *very* unusual barbarian, his defenses are terrible. Barbarians tend to be very tough, but very easy to hit. Especially when attacks go againt Reflex or Will. (Take with grain of salt -- if he's using a spear or a heavy blade, he *might* be okay on one of those non-AC Defenses. If he's got a hammer or axe, though, they're terrible. :)) Building a charging barbarian is pretty easy. And half-orcs, goliaths, and minotaurs are exceedingly good at it. Half-orcs get the nice speed bonus, even though they're not QUITE as Barbarian-friendly as minotaurs, goliaths, and warforged. So I would make sure to include at least a few fights with creatures that slow or immobilize based on Reflex or Will attacks. Not all the time -- this is the barbarian's strength, after all, so he should get solid mileage out of his character in most battles -- but definitely throw it in there. One last thought: Barbarian Chargers can be seperated and killed *very* easily. (Especially Half-Orc barbarians in a 'Swift Panther Rage'... between racial bonus, the speed-boosting rage, and the at-will power's "in a rage" rider, they have a charge range of [i]TWENTY SQUARES.[/i]) They tend to be fast and can get in over their heads quickly if the player isn't careful. Putting a juicy target behind a hidden pit trap, throwing in a portcullis to divide the battlefield, or even having skirmishers that block his line of retreat back to the party can all really ruin a charge-happy barbarians day. EDIT: 20 Squares requires the barbarian to move and then charge, so it is using almost their full turn. Wasn't very clear in my original paragraph. [/QUOTE]
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