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<blockquote data-quote="Emberashh" data-source="post: 9120826" data-attributes="member: 7040941"><p>Brawler to me feels vaguely like they're trying to enable something that evokes how the Barbarian in the movie fought. </p><p></p><p>Which is especially peculiar because I had the same inspiration for my games actual Barbarian subclass, the Pit Dog, and it feels like this is making the concept way too complicated for what its supposed to do, but also way too boring and weak. </p><p></p><p>To illustrate that point (because I like a good excuse to talk about my game), the way my Barbarians work attack wise is that they get Smash Dice; extra damage dice they get to roll for every damage die their weapon throws out. These dice grow from d4s to d12s, and with the right weapons you can be rolling upwards of 6d12 per Attack.</p><p></p><p>All Barbarians have the ability to apply these dice to improvised weapons. No restrictions, no malarkey, and if they spend the time to develop their Sleight of Hand skill (which they should, as you won't be as strong as you'll want to be if you don't), then those improvised weapons will throw out up to a d12 too. </p><p></p><p>But, the limiting factor about improvised weapons is that they have no Durability to speak of in most instances, and unlike conventional weapons their Durability is tracked like ammo is. If you roll a 1 in your Damage roll, the weapon breaks. </p><p></p><p>Now, the Pit Dogs function takes that fact and builds its abilities around it. When such weapons break, the PD gets unique Momentum boons that stack for the battle; basically, the more stuff you break against your enemies, the stronger, faster, and more resistant you get. </p><p></p><p>That already is lots of fun, and IMO captures what Hulga was doing in the Movie pretty much exactly (particularly in tandem with other base Barbarian abilities like Slam, which is an instant grapple + throw).</p><p></p><p>But that doesn't scale quite as well into the epic level hijinx my game funnels towards. So I introduced the capability to rip off NPC/Monster body parts and items to make even stronger improvised weapons out of. When you go to solo a Dragon, you can literally rip off one of its scales and use it as a shield, and stab it to death with one of its talons. And when <em>those</em> inevitably break, you get even stronger Boons thematic to whatever you just beat up with their own arm. </p><p></p><p>Crack a Dragon's fang over its skull and now you start dealing fire damage with every hit. Stuff like that. </p><p></p><p>And aside from all of that, I built the Pit Dog as a sort of "urban" Barbarian, so they have secondary and tertiary abilities that all play into various tropes of Conan, Fafhrd, gladiators, and general bruisers, and also encourage a more dextrous heavy build over a conventional Strength one (not that my game is one to build around single attributes anyway; everyone is MAD as they should be)</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9120826, member: 7040941"] Brawler to me feels vaguely like they're trying to enable something that evokes how the Barbarian in the movie fought. Which is especially peculiar because I had the same inspiration for my games actual Barbarian subclass, the Pit Dog, and it feels like this is making the concept way too complicated for what its supposed to do, but also way too boring and weak. To illustrate that point (because I like a good excuse to talk about my game), the way my Barbarians work attack wise is that they get Smash Dice; extra damage dice they get to roll for every damage die their weapon throws out. These dice grow from d4s to d12s, and with the right weapons you can be rolling upwards of 6d12 per Attack. All Barbarians have the ability to apply these dice to improvised weapons. No restrictions, no malarkey, and if they spend the time to develop their Sleight of Hand skill (which they should, as you won't be as strong as you'll want to be if you don't), then those improvised weapons will throw out up to a d12 too. But, the limiting factor about improvised weapons is that they have no Durability to speak of in most instances, and unlike conventional weapons their Durability is tracked like ammo is. If you roll a 1 in your Damage roll, the weapon breaks. Now, the Pit Dogs function takes that fact and builds its abilities around it. When such weapons break, the PD gets unique Momentum boons that stack for the battle; basically, the more stuff you break against your enemies, the stronger, faster, and more resistant you get. That already is lots of fun, and IMO captures what Hulga was doing in the Movie pretty much exactly (particularly in tandem with other base Barbarian abilities like Slam, which is an instant grapple + throw). But that doesn't scale quite as well into the epic level hijinx my game funnels towards. So I introduced the capability to rip off NPC/Monster body parts and items to make even stronger improvised weapons out of. When you go to solo a Dragon, you can literally rip off one of its scales and use it as a shield, and stab it to death with one of its talons. And when [I]those[/I] inevitably break, you get even stronger Boons thematic to whatever you just beat up with their own arm. Crack a Dragon's fang over its skull and now you start dealing fire damage with every hit. Stuff like that. And aside from all of that, I built the Pit Dog as a sort of "urban" Barbarian, so they have secondary and tertiary abilities that all play into various tropes of Conan, Fafhrd, gladiators, and general bruisers, and also encourage a more dextrous heavy build over a conventional Strength one (not that my game is one to build around single attributes anyway; everyone is MAD as they should be) [/QUOTE]
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