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New Barbarian Primal Paths in November 7th Unearthed Arcana
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7703300" data-attributes="member: 6787650"><p>Huh. High-level Zealot Barbarians are now like Vampires: they don't go unconscious at 0 HP, and keep fighting at zero HP until killed. (The exact conditions under which a 0 HP vampire can be killed are subject to some dispute; said dispute has been occurring over the last couple of days, which is why I notice the correlation. Odd coincidence that.)</p><p></p><p>Zealot Barbarians are clearly the best of the new Barbarians from a powergaming standpoint, but it doesn't really matter because they're not good enough to obviate other options. Still, I like the flavor of the Ancestral Guardian and Zealot Barbarians particularly. Reminds me very much of the Ancestor Vessel barbarians from Dominions 4: The Awakening, except obviously Ancestor Vessels would have a fear aura.</p><p></p><p>Mechanically, the Ancestral Guardian 10th level feature is very flavorful, but interacts poorly with 5E's actual mechanics, in particular the Help action but also the vagueness of the ability check rules. Like many abilities which grant advantage (Keen Smell or whatever it's called), it has the problem that it only lets you succeed at things you could have succeeded at anyway. It doesn't actually grant any new capabilities. I would like it better if it gave some new affordance, even if it's just the ability to cast Augury three times per long rest or whatever. (The unreliability of repeated Auguries just makes the hypothetical ability more entertaining and flavorful.) Advantage on Int/Wis checks is quite bland.</p><p></p><p>Alternately, you could just give the DM a bit of advice and say, "If you want to make Ancestral Guardian a thing in your campaign, make sure you don't allow players to Help each other on Intelligence or Wisdom checks except under extraordinary circumstances, like if they're both trying to remember the same event that they were both present for."</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7703300, member: 6787650"] Huh. High-level Zealot Barbarians are now like Vampires: they don't go unconscious at 0 HP, and keep fighting at zero HP until killed. (The exact conditions under which a 0 HP vampire can be killed are subject to some dispute; said dispute has been occurring over the last couple of days, which is why I notice the correlation. Odd coincidence that.) Zealot Barbarians are clearly the best of the new Barbarians from a powergaming standpoint, but it doesn't really matter because they're not good enough to obviate other options. Still, I like the flavor of the Ancestral Guardian and Zealot Barbarians particularly. Reminds me very much of the Ancestor Vessel barbarians from Dominions 4: The Awakening, except obviously Ancestor Vessels would have a fear aura. Mechanically, the Ancestral Guardian 10th level feature is very flavorful, but interacts poorly with 5E's actual mechanics, in particular the Help action but also the vagueness of the ability check rules. Like many abilities which grant advantage (Keen Smell or whatever it's called), it has the problem that it only lets you succeed at things you could have succeeded at anyway. It doesn't actually grant any new capabilities. I would like it better if it gave some new affordance, even if it's just the ability to cast Augury three times per long rest or whatever. (The unreliability of repeated Auguries just makes the hypothetical ability more entertaining and flavorful.) Advantage on Int/Wis checks is quite bland. Alternately, you could just give the DM a bit of advice and say, "If you want to make Ancestral Guardian a thing in your campaign, make sure you don't allow players to Help each other on Intelligence or Wisdom checks except under extraordinary circumstances, like if they're both trying to remember the same event that they were both present for." [/QUOTE]
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