Making Lion Totem Barbarian (C.Champion) balanced

StreamOfTheSky

Adventurer
For those who may not know, a Barbarian with this totem at level 1 does not gain fast movement, but instead gains the Pounce ability.

I should start with some caveats:
I do not mind barbarians getting pounce. I think it's completely appropriate. Unlike some friends who suggest "flipping" the totem benefits, I also don't mind them getting it at level 1, instead of level 7. Druids can pounce (by spell or wildshape) at level 5, why should the fully martial barbarian have to wait longer than that? Most low level barbs won't get any use from pounce, aside from those with Whirling Frenzy while doing so or those brave souls who choose to TWF.

My main problem is people one level dipping barbarian for this bit of goodness, by far sweeter than just about any other one level dip in the game. So, I originally had 2 possible solutions, but my friends and I all agreed the second wasn't very good, and one of my friends suggested another possibility, the #2 option.

Please let me know which of these you think is better to institute as a houserule, or give your own suggestions.

1) The extra attacks you can make beyond the first on a charge is limited to your barbarian level.

-or-

2) The distance you can pounce is limited to 5 ft + 5 ft /barbarian level (10 ft at level 1, 15 at level 2, etc...). At level 11, you gain the ability to pounce out to any distance you can charge. Note: This ability does nothing to extend the distance you can charge, if you are able to pounce to a farther range than you could charge in the round.


If you must know the idea that even I decided to kill, here it is:
[sblock]Any time you take a class level in a class other than barbarian, you lose this class feature until you take a new level in barbarian. That is, you only benefit from this class feature when it was your training in barbarian that you last enhanced.

(The idea was to work like a weak form of the paladin/monk multiclass restriction, to make the class feature unpalatable to those not planning to regularly advance in Barbarian)[/sblock]
 

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Ah, the good ol' front-loading issue, a la many a Fighter fix or custom Ranger (not to mention the 3.0 Ranger. . .) :D

How about delaying the Pounce, to. . . 3rd? :hmm: I know, they'd be missing out on any compensation for two whole levels. Still, it's not without precedent, the general idea. There are a number of ability substitutes and class variants in WotC books, where this happens.

It's about the best I can come up with right now. :\ Probably something you've already considered, but hey, just in case.
 



So I'm to take it that it's never in any form acceptable to let a PC move and make two or more attacks at level 1? The only replies so far have both suggested delaying access to any semblence of pounce to level 3 or so.
 

Alternative 1 seems fine to me :3

Or, you might want to consider this:
Until 3rd character level, this only works when raging.

Since first levels only get rage 1/day, a character could level dip for rage and pounce once per day, but by level 3 you can pounce at any time.
 

I agree entirely with the reasoning in your starting post. 1st-level barbarians having pounce is fine, 4th-level warblade/2nd level fighter/1st level barbarians having it might not be. Clr 18/Barbarian 1 is right out.

Unfortunately, I don't think there is a good mechanical fix that preserves the ability for low-level barbarians, but denies it to dippers. I'd be more inclined to avoid the problem by having some input on what classes and class features PCs multiclass into. Assuming you've got reasonable players, it shouldn't be a problem to say "Do you really see Thord as a barbarian/cleric, or is this just for the Pounce?" "Merrick has practically all Diamond Mind maneuvers and is always going on about focus and presence of mind in combat, is Barbarian really appropriate?" Or even outright "Sure you can multiclass to barbarian, but I won't let you take Lion Totem, because it would make you too powerful compared to the other PCs."

On the other hand, depending on the power level of your game, it might not be too powerful at all. It's been shown pretty conclusively that the main problem of Fighter-types at high levels is mobility, and easy access to Pounce would certainly alleviate that.
 

Honestly, martial types being able to make all of their attacks after moving is something they should just be able to do; it worked in 1e and 2e, why was it removed? I usually rule that all characters who have full BAB for all of their classes can make all of their attacks on a standard action, and all of their iterative attacks on a charge. It solves the dipping problem, it makes mobility-based classes worthwhile (you don't have to jump through hoops for a melee scout, a full-BAB monk can make use of its speed, etc.), and it lets non-chaotic martial classes have some love.
 

If what I'm understanding of your houserule is correct, full BAB classes are still free to multiclass and dip like crazy; they still have full BAB in the end. But for the medium BAB classes, they basically get a double whammy: not only do they lose more BAB with each multiclass which already greatly hurt, they're also now sacrificing ever getting to full attack on a move. And I'm curious about the case of say...a Rogue x / Swashbuckler 4. At at least some levels, he'll have a higher BAB than a straight rogue. But if you have to have exactly the appropriate amount of BAB for your level and class...he still loses out on those levels. Maybe it doesn't work like that, but that's how I interpreted what you said.
 

The problem with "everyone can move and full attack" is that under the 3e design philosophy, you'd have to extend the same courtesy to monsters. Which makes everything from trolls to true dragons a hell of a lot more dangerous. I've played a few high-level fights where monsters had various "move and full attack" tricks (Disciple of Demogorgon, quickened teleport etc) and the carnage was incredible. It becomes even more impossible than it already is to fight defensively or protect wounded characters.

You might say that it's no problem if fighter-type characters and monsters thrash everything in their path, because all casters have Save-or-die effects, and from level 1 at that. But firstly, I don't think making everything as powerful as the most powerful option is a satisfying form of balance (too swingy) and secondly, despite the hype, magic has its weaknesses. It runs out. Wizards are fragile. (The 17th level wizard in our campaign died every other session for a while(!)) There are ways to protect against magic. But swords don't run out, and there are precious few ways to protect against greatsword to the face. When a fighter-type gets off a full attack, that's a lot of damage at pretty much any level.
 

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