I do very much.You sound like a person who would enjoy the Dungeon Crawl Classic RPG system
I do very much.You sound like a person who would enjoy the Dungeon Crawl Classic RPG system
I don't know that I will ever understand this mind set. Plus, you can never have too many barbariansBarbarians are great for single melee opponents; having two would be overkill.
At least when you're running the first two installments of the official Adventure Path Extinction Curse (levels 1-8), the Wizard feels entirely superfluous, while strong martials rule the day. There are few to no mass combats requiring area spells, and no instances where magic specifically makes a difference.
That is, I see zero reason why not have a second Barbarian (or Fighter etc) if your group finds them dealing impressive DPS.
The idea a second character of the same class will be excessive or overkill somehow just isn't true. Easily 90% of the challenge in this AP is killing monsters; if you do that well, you have a place in the AP.
Besides, there are a lot of variety in how you kill monsters even within a single class. And other aspects, like who masters Medicine and who takes on Thievery, is not very class-dependant.
Tl;Dr: I see no reason why a party of three Barbarians and one battle medic (a Cleric perhaps) couldn't do just as well as a party with more varied martials.
Sure, them Barbarians might not want to be the group's face, but the Cleric can easily assume this role without sacrificing in-combat healing and affliction-removal outside of it. Speccing the Cleric as a warpriest is certainly not worthwhile; casters simply deal way less damage than martials anyhow.
Why am I having a such a bad time with my barbarian? He gets hit so often with the -1 AC and medium armor. What are the barbarians in your group doing differently? Did they go more Dex and Con focus than Str? Are the barbarians in your campaign tearing it up? The champion seems much more durable. And the Ranger archer dealing damage from range seems to do better a lot of the time. Maybe it is unlucky rolls.
Thanks for the play-by-play. It really seems that group composition and tendency to work together is a massive factor in PF2.In contrast, the five-man party I'm GMing feature one barbarian, one fighter, one ranger - all melee warriors. The barbarian might take a bit more damage than the other two, but is also doing huge amounts of damage herself. If she's at risk of going down, she can rely on two allies to step up.
And of course, the impressive healing power of the Cleric. (Only the fifth character, a Wizard, feels like it is playing in junior league)
MIght be doable, but it still sucks somewhat when your concept is “fey trickster” and the obvious use of your third action is “let me grab a bow and skewer a b*****”.If you are that one hobgoblin who is like, "Screw those other guys," and becomes a wizard I suppose you might have the most solid base for a wizard with +2 Dex, +2 Con, +2 Int, -2 Wis and the Hobgoblin Weapon Familiarity feat, use a bow and Bespell Weapon. So you always have an offensive third action and can take a hit or two due to reasonable hp.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.