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<blockquote data-quote="Emberashh" data-source="post: 8974601" data-attributes="member: 7040941"><p>I mean, Ive covered what it is. Your apparent inability or unwillingness to imagine the class any other way than what DND did with it isn't an indicator of much of anything other than your own hangups. </p><p></p><p>My Barbarian is distinct from its Martial counterparts, just as much as they are distinct from it and each other. Relegating frenzy (or "rage") to a subclass to make room for a more interesting core design doesn't change that or make it something not unique. </p><p></p><p></p><p></p><p>Which isn't accurate to what my Barbarian is. As stated more than once, Barbarians are primarily an anti-magic Martial. </p><p></p><p>Yes Outlander develops them to give them a horde, but then you have Smash! which forms your offensive abilities, but also gives you the Slam! Reaction which lets you grapple and throw your enemies in one action. And then you have Fortitude, which builds up your tanking capability. </p><p></p><p>Yawp! gives them the ability to shout down spells (and eventually disintegrate even non-magical weapons and armor, making them even more devastating against mundane foes) and if you want to go fully into that role, Ward Breaker develops the ability more, and expands on the theme by letting you bat away spells and even catch them out of mid air, allowing you redirect them. </p><p></p><p>But if you don't like that, you've got Beastheart, which returns Frenzy/Rage mechanics and develops you instead into a powerful AOE martial who gets exponentially stronger the closer they are to death.</p><p></p><p>Then you have Honorbound, which builds on the Horde mechanics if you want to go that way, and Guardian, which effectively turns you into an Intelligence based Captain America character that becomes a tanky defensive powerhouse, taking what you get out of Fortitude and granting it to your allies, among a number of other fun abilities. </p><p></p><p>All of this, meanwhile, is explicitly designed this way to capture what Barbarians originally were in fiction prior to DNDs interpretation. They weren't Beserkers, and so that theme becomes a subclass, building on and integrating those core abilities to build up and support the sub-theme. </p><p></p><p>And, more to the point, the way the class plays is deliberately distinct compared to the Warrior or Rogue, who are also as said just as distinct compared to each other as they are to the Barbarian. Battle Combos, Cunning Deeds, and Smash! all deliver unique mechanics to deliver 3 distinct ways of playing as Martial, and I not only will be doing this 3x but 5x over, as the Ranger and the Paladin, as Nature and Divine Martials, <em>also</em> have their own distinctive mechanics, through AOE Strikes and Conviction respectively. </p><p></p><p>To assume that any of this isn't possible just because WOTCs DND sucks at differentiating how the classes play is just just folly. These classes can be so much more than the cruddy, one-note implementations that DND has been married to.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 8974601, member: 7040941"] I mean, Ive covered what it is. Your apparent inability or unwillingness to imagine the class any other way than what DND did with it isn't an indicator of much of anything other than your own hangups. My Barbarian is distinct from its Martial counterparts, just as much as they are distinct from it and each other. Relegating frenzy (or "rage") to a subclass to make room for a more interesting core design doesn't change that or make it something not unique. Which isn't accurate to what my Barbarian is. As stated more than once, Barbarians are primarily an anti-magic Martial. Yes Outlander develops them to give them a horde, but then you have Smash! which forms your offensive abilities, but also gives you the Slam! Reaction which lets you grapple and throw your enemies in one action. And then you have Fortitude, which builds up your tanking capability. Yawp! gives them the ability to shout down spells (and eventually disintegrate even non-magical weapons and armor, making them even more devastating against mundane foes) and if you want to go fully into that role, Ward Breaker develops the ability more, and expands on the theme by letting you bat away spells and even catch them out of mid air, allowing you redirect them. But if you don't like that, you've got Beastheart, which returns Frenzy/Rage mechanics and develops you instead into a powerful AOE martial who gets exponentially stronger the closer they are to death. Then you have Honorbound, which builds on the Horde mechanics if you want to go that way, and Guardian, which effectively turns you into an Intelligence based Captain America character that becomes a tanky defensive powerhouse, taking what you get out of Fortitude and granting it to your allies, among a number of other fun abilities. All of this, meanwhile, is explicitly designed this way to capture what Barbarians originally were in fiction prior to DNDs interpretation. They weren't Beserkers, and so that theme becomes a subclass, building on and integrating those core abilities to build up and support the sub-theme. And, more to the point, the way the class plays is deliberately distinct compared to the Warrior or Rogue, who are also as said just as distinct compared to each other as they are to the Barbarian. Battle Combos, Cunning Deeds, and Smash! all deliver unique mechanics to deliver 3 distinct ways of playing as Martial, and I not only will be doing this 3x but 5x over, as the Ranger and the Paladin, as Nature and Divine Martials, [I]also[/I] have their own distinctive mechanics, through AOE Strikes and Conviction respectively. To assume that any of this isn't possible just because WOTCs DND sucks at differentiating how the classes play is just just folly. These classes can be so much more than the cruddy, one-note implementations that DND has been married to. [/QUOTE]
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