Quartz
Hero
The Barbarian's Rage is pretty much the class's defining feature, but whereas other classes have starting abilities that give flat bonuses (e.g. Paladin's Divine Grace in 3.0, the Ranger's Favoured Enemy) and other classes have abilities that grow as the character grows (e.g. the Rogue's Sneak Attack), the Barbarian's Rage ability in large part grows as the character grows in other classes. This is because part of the ability is modelled as an increase in CON, from which hitpoints depend.
Should this be fixed? How would you do it? How about explicitly breaking it out? As in the Barbarian gets +2 HP per Barbarian level (more later); and a +2 Rage Bonus (ditto) to his Fort saving throw, attacks, damage, and Strength checks? You could use this breakdown to spread out the gaining of those bonuses. This has the advantage of avoiding issues with funky feats which swap saving throw bonuses from stats around - or worse, add them.
Something like
L1: Basic Rage - +2 HP / Level,
L2: Rage Bonus +2 to all saving throws (q.v. Divine Grace), Uncanny Dodge.(thematically similar)
L3: +2 Rage bonus to attack and damage, Trap Sense +1 (learning to focus)
L4 onwards: as normal.
Maybe swap L2 and L3 around.
What do you think?
Should this be fixed? How would you do it? How about explicitly breaking it out? As in the Barbarian gets +2 HP per Barbarian level (more later); and a +2 Rage Bonus (ditto) to his Fort saving throw, attacks, damage, and Strength checks? You could use this breakdown to spread out the gaining of those bonuses. This has the advantage of avoiding issues with funky feats which swap saving throw bonuses from stats around - or worse, add them.
Something like
L1: Basic Rage - +2 HP / Level,
L2: Rage Bonus +2 to all saving throws (q.v. Divine Grace), Uncanny Dodge.(thematically similar)
L3: +2 Rage bonus to attack and damage, Trap Sense +1 (learning to focus)
L4 onwards: as normal.
Maybe swap L2 and L3 around.
What do you think?