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Fighter vs. Barbarian
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5409125" data-attributes="member: 35909"><p>Barbarians can specialize in a few things, like Intimidate, and have Acrobatics and Perception, which is a plus (a plus 3 over Fighter, to be exact). Of course, Fighters are much more adept tumblers than Barbarians in general since they get check penalties reduced and eventually can roll out in full plate.</p><p></p><p>Fighters pretty clearly seem better at hitting, damage, combat maneuvers, tanking, and dealing with unique defenses (more potent with back up weapons, more likely to have spare feats to boost a secondary fighting style like archery, later on get feats to tear through DR like a hot knife through butter...). In other words, better than Barbarian at every single aspect of combat. They're also fairly "solid." You don't have to worry about a Fighter going unconscious or getting hit with a calm emotions and suddenly going from 30 hp to dead. You don't have to use up very limited daily resources to dish out the heavy damage, and worry about when to begin/end rage, cause "man it would suck to end it in the middle of a fight."</p><p></p><p>The Rage powers are interesting, many of them are worse than a feat, in some cases blatantly worse than a feat (anything that gives you access to a feat while raging, for example). But then there are some generally great ones. The Intimidating Glare one is decent just for intimidate as a move action, though the need to be adjacent can be annoyingly limiting. The followup rage power Terrifying Howl, gives you some genuine save-or-suck/battlefield control power.</p><p></p><p>Out of core, APG magnifies the trend. A lot of the rage powers ubersuck, but a few (mostly higher level ones) stand out as much better than a feat. Come And Get Me is like 3E Robilar's Gambit (widely considered a great feat), even including the level requirement, except waaaaaay better, because you get to make your AoO FIRST (what better way to boost your AC than killing people before they can hurt you?). Not sure if Flesh Wound is overpowered, but if you actually think the Rogue's Defensive Roll advanced talent is a worthwhile class feature (I don't), it surely is to you. It incorporates armor check penalty on your saving throw, that is its only downside. Other than that, it is literally superior to Defensive Roll in <strong>every possible aspect</strong>. And is available starting at the same level, 10th.</p><p></p><p>So it's really hard to judge the rage powers. There's a handful (not enough to fill up all your rage powers gained 1-20) that are just plain amazing or at least "something good that a feat can't get you." And then the rest are meh. Also, most of the best rage powers come from APG, and if you're adding that in...several of the Fighter kits were much bigger boosts than any of the Barbarian ones. Two-handed Fighter got a fair damage boost for instance. By RAW, Mobile Fighter gets Rapid Attack AND Weapon training 2-4, and abilities to multiattack on a move regardless. The most powerful barbarian variant basically just got better DR at the expense of even more AC (no Uncanny Dodge = effectively worse AC in many situations for the more lightly armored Barbarian; Fighters just put on Fullplate). None really helped add to damage dealing. Which sounds kinda selfish and single-minded, "why didn't the splat let my barb do even MORE damage?" ...except that they did add several alt Fighter classes to up <em>thier</em> damage.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5409125, member: 35909"] Barbarians can specialize in a few things, like Intimidate, and have Acrobatics and Perception, which is a plus (a plus 3 over Fighter, to be exact). Of course, Fighters are much more adept tumblers than Barbarians in general since they get check penalties reduced and eventually can roll out in full plate. Fighters pretty clearly seem better at hitting, damage, combat maneuvers, tanking, and dealing with unique defenses (more potent with back up weapons, more likely to have spare feats to boost a secondary fighting style like archery, later on get feats to tear through DR like a hot knife through butter...). In other words, better than Barbarian at every single aspect of combat. They're also fairly "solid." You don't have to worry about a Fighter going unconscious or getting hit with a calm emotions and suddenly going from 30 hp to dead. You don't have to use up very limited daily resources to dish out the heavy damage, and worry about when to begin/end rage, cause "man it would suck to end it in the middle of a fight." The Rage powers are interesting, many of them are worse than a feat, in some cases blatantly worse than a feat (anything that gives you access to a feat while raging, for example). But then there are some generally great ones. The Intimidating Glare one is decent just for intimidate as a move action, though the need to be adjacent can be annoyingly limiting. The followup rage power Terrifying Howl, gives you some genuine save-or-suck/battlefield control power. Out of core, APG magnifies the trend. A lot of the rage powers ubersuck, but a few (mostly higher level ones) stand out as much better than a feat. Come And Get Me is like 3E Robilar's Gambit (widely considered a great feat), even including the level requirement, except waaaaaay better, because you get to make your AoO FIRST (what better way to boost your AC than killing people before they can hurt you?). Not sure if Flesh Wound is overpowered, but if you actually think the Rogue's Defensive Roll advanced talent is a worthwhile class feature (I don't), it surely is to you. It incorporates armor check penalty on your saving throw, that is its only downside. Other than that, it is literally superior to Defensive Roll in [b]every possible aspect[/b]. And is available starting at the same level, 10th. So it's really hard to judge the rage powers. There's a handful (not enough to fill up all your rage powers gained 1-20) that are just plain amazing or at least "something good that a feat can't get you." And then the rest are meh. Also, most of the best rage powers come from APG, and if you're adding that in...several of the Fighter kits were much bigger boosts than any of the Barbarian ones. Two-handed Fighter got a fair damage boost for instance. By RAW, Mobile Fighter gets Rapid Attack AND Weapon training 2-4, and abilities to multiattack on a move regardless. The most powerful barbarian variant basically just got better DR at the expense of even more AC (no Uncanny Dodge = effectively worse AC in many situations for the more lightly armored Barbarian; Fighters just put on Fullplate). None really helped add to damage dealing. Which sounds kinda selfish and single-minded, "why didn't the splat let my barb do even MORE damage?" ...except that they did add several alt Fighter classes to up [i]thier[/i] damage. [/QUOTE]
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