BookBarbarian
Expert Long Rester
The forgotten Battlerager cries in the cornerThe berserker deserve a fix. It is the only none magical barbarian and thus he own an exclusive niche.
The forgotten Battlerager cries in the cornerThe berserker deserve a fix. It is the only none magical barbarian and thus he own an exclusive niche.
My favorite character is a Tavern Brawler Berserker, primarily grappling and shoving in combat while using his versatile weapon in one hand, but when facing creatures that he cannot grapple or shove entering a Frenzy and gripping his weapon in both hands.Gotta admit, I've never played Frenzy Barb but now I'm starting to want to.
No matter how hard you try, there will always be a "best" and "worst" class in every game. Even in classless games, you can't get away from this as some options will always be better than others. The key is to limit the difference between them which I feel 5E has done fairly well. With very few exceptions (mostly white paper comparisons), an average character of one of the "worst" builds is not going to be dramatically weaker than the average character of one of the "best" builds. There may be a notable difference over time, but due to the impact of the d20 randomization, the difference in the moment is fairly negligible.
That is one of the strengths of 5e.No matter how hard you try, there will always be a "best" and "worst" class in every game. Even in classless games, you can't get away from this as some options will always be better than others. The key is to limit the difference between them which I feel 5E has done fairly well. With very few exceptions (mostly white paper comparisons), an average character of one of the "worst" builds is not going to be dramatically weaker than the average character of one of the "best" builds. There may be a notable difference over time, but due to the impact of the d20 randomization, the difference in the moment is fairly negligible.
Y'know what? I'm going to call it out. Not only are my games that I play friendly to the Barbarian's Frenzy mechanic, I bet your games are also friendly to the barbarian encounter. Um, general "you" that applies to the majority of people on this thread but possible including Ruin Explorer
Well, a typical adventuring day is 6-8 encounters. If you're like me that attempts to run this, your encounters will run up to around medium or hard. It's obvious that the party will probably blow past the first and second encounter, after the third, players will start attempting short rests. At the fourth and fifth encounter, your party is struggling and they're running out of resources, so you rage on one of those encounters. On the sixth, seventh, and eighth encounters, your party is significantly spent from attrition, medium encounters suddenly feel threatening and hard encounters might knock a few PC's out. You'd have probably raged once more before and when your team desperately needs the damage, you can frenzy. If another unexpected encounter happens, use your best judgement but you have another frenzy opportunity.
But I doubt most games here are like that. There's probably 2 hard and 2 deadly encounters in an adventuring day at the most. Of course, it kinda wonks with the balance of spellcasters and martials but with less encounters and they're more swingy, Frenzying once becomes even better in this style. You get to be frenzied without much concern 1/4 of the combat encounters rather than 1/8. Plus, players will quickly try to long rest before the third or fourth fight anyways because it was an incredible and quick tax on their resources and they're fearful of an even stronger encounter.
But let's talk about afterwards: most games have moved from exp to milestone for some reason or other. This means that combats aren't worth much but an HP drain in the player's minds. This also means they're going to want to finish the quest as quickly as possible since there's no incentive to stay longer than they have to. Most adventures in homebrew games are probably 2 or 3 days consecutively.
Probably less, since there's usually the walking montage in-between so that the actual adventure takes place in a dungeon, which is usually cleared in a couple in-game hours. This means that most campaigns are structured: hook, travel (1-6 days), dungeon, travel back, completion. You get plenty of resting opportunities in the games.
In modules, it's even better since random encounters are usually just once a long rest anyways.
Overall I think the recent UA on Class features has a Ranger than fits the fiction better. Canny, Tireless, Roving make a Ranger feel more enduring, mobile, and skilled to me. And I think a lot of new players especially look more for "feels right" than anything else.
My favorite character is a Tavern Brawler Berserker, primarily grappling and shoving in combat while using his versatile weapon in one hand, but when facing creatures that he cannot grapple or shove entering a Frenzy and gripping his weapon in both hands.
He won't win an optimization contests but he gets points for style.
I'm claiming that people are not braindead. People may make mistakes but it's very easy to know a climax when you see one. I'm playing Odyssey right now and I can say I'd never frenzy against the goatlings, the first boss monster, though, yeah.Not sure what you're really trying to say here, I have to say, just seems kind of meandering. I still think calling people "braindead" given how widely adventure designs can vary is pretty crap.