Remathilis
Legend
DreamChaser said:Psionic Gifts, Primal Rites, Shadow Manipulations
DC
I'll go with primal rites, but you gotta have Psionic DISCIPLINES and Shadow MYSTERIES, if there is any continuity left...
DreamChaser said:Psionic Gifts, Primal Rites, Shadow Manipulations
DC
“We are also free to create bigger differences between classes without worrying about straining credibility. A class like the wu jen or the hexblade might use a completely new and different type of magic, allowing us to reinvent the ground rules rather than use what has come before. Since those classes clearly use magic in a different manner when compared to a wizard, we shelve them under a new power source, build a system of magic that works for their needs, and create spells tuned to them rather than simply use the 3E wizard/sorcerer spell list.”
Primal Power Source - Aspects said:Bear Totem Class Feature - Totem
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 grappling bonus, +1d6 bonus weapon critical dice, +10 temporary Hit points
Your attack powers with the "Bite" keyword are at +1 to Hit.
Whirling Frenzy Class Feature - Rage
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 AC and you may now use a Minor action to gain a single Standard melee attack, once per turn. You may no longer use social skills for the duration.
Panther Shape Class Feature - Wildshape
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 Reflex, 2 square bonus to speed, you may Shift as a Minor action, and you gain a +2 power bonus to Attacks with the "Claw" keyword. You also may no longer cast spells for the duration.
The description of that warp-spasm sounds a little bit too monstrous for your average D&D hero. I rather imagine monsters becoming like that. :/Fallen Seraph said:Sorta like Cúchulainn Warp Frenzy:
How about Knockback? Any other naming convention maybe?However, I'm pretty sure something called "power attack" will be given to the fighter or perhaps made a feat in the first PH, as opposed to waiting for the barbarian
I agree whole-heartedly. There is more to the barbarian than what I've shown so far, I just didn't want to overload anybody. Here're 2 good examples of him not being static. The first lets you setup a charge with rage, while the second actually moves you to a better fighting position.This does not seem right to me. Marking abilities suggest something tactical while being a barbarian suggests something far more offensive and instinctual. When I think of a barbarian I think of mobility - charging, etc.
I dont think Conan would wait a target to attack him!
Bestial Roar:
Barbarian Attack 1
You scream with such ferocity that foes question their intent.
• At-Will Primal, Rage
• Minor Action
• Requirement: You must be raging and trained in Endurance
• Target: One Creature within Con squares
• Attack: Endurance vs. Will
• Hit: Target is marked by you.
____________________________________________The Art of War
Barbarian Utility 1
Position is the key to any battle.
• Per Day Primal
• Immediate Action (Interrupt)
• Effect: You may shift a number of squares up to your move
We have even less information beyond level 1 (except monsters) so I couldn't even begin to think of stuff like this.One thing I would like to see when we start reaching Paragon and Epic levels with the Barbarian are much more supernatural abilities show through, that reveal his animalistic, basic side as well as his sheer physical ability to change his body into a force of power.
LOL, that thread inspired me to take the plunge and post my ideas here. I didn't want to crowd yours with near-offtopic conversation and didn't want the others on those boards to have to contend with 2+ threads on the primal source.Post by Dark080Matter
malcolm_n said:LOL, that thread inspired me to take the plunge and post my ideas here. I didn't want to crowd yours with near-offtopic conversation and didn't want the others on those boards to have to contend with 2+ threads on the primal source.As to the thread/powers, They're good, but they seem too much book keeping (a 4e no-no). Am I bear form this time? Cat? What are my bonuses again? We just started for the night, what was i when we left off? Stuff most long-time players can keep track of, but newer players/dm's have to work at.
Primal kinda feels like it could either have it's own fresh new mechanic, or be a conglomeration power, where if something feels good to throw in, do it. That's the thing about instinct. It doesn't take the same form within everybody, why should it have exactly the same mechanic for the druid/barbarian/etc...? This falls again to simplicity. Why require players to learn multiple rules systems (a throwback to 3.5) just because they want to play different classes/multiclass?
malcolm_n said:LOL, that thread inspired me to take the plunge and post my ideas here.
I am glad that with the little information out there, we can agree to disagree. I see your point, though, now that I better understand the powers you speak of. I read them again and they wouldn't be too hard to pull off. Kudos to your swaying explanation and good luck with that thread.I guess when we look at the old system we see two different things, because the way I look at it my proposed system is not in fact a reinvention of the Power system at all: and certainly no more than the DDXP Divine characters forced their players to "relearn" rules system with the Divine Channeling class features, or the guy who rolled the Wizard felt silly having to choose a Daily power when no one else does?
The designers have explicitly stated that Power Sources feature mechanical differentiation, they are Not just fluffy differences. And besides, is it so wrong to look for ways that these classes can operate on similar trends, even while maintaining their flavor and separate expertises?
Take No Prisoners
Barbarian Attack 1
Wanted Dead or Alive is a foreign concept to you.
• Per Day Primal, Weapon
• Move Action
• Target: One Marked Creature
• Effect: Your next basic attack against your mark is a critical attack.
Sounds good. Plus, it leaves primal GIFTS open, which doesn't have the "sounds like ritual" issue.Remathilis said:I'll go with primal rites, but you gotta have Psionic DISCIPLINES and Shadow MYSTERIES, if there is any continuity left...
Mercule said:Sounds good. Plus, it leaves primal GIFTS open, which doesn't have the "sounds like ritual" issue.
The barbarian can just end his rage, but why does he want to? The save is a penalty to the ability, not a boon. If you save, you're done raging (until you're bloodied anyway). No barbarian in his *right* mind would actually want to give up the extra damage.Kamikaze Midget said:Hmm...
Let me chime in with an "I prefer the Barbarian as a striker!" line.
Extra damage...give them back their mobility from 3e...speed...power...a rogue uses stealth to get to the back lines and deal damage. A Barbarian activates his rage, uses his HP to soak up the attacks, and then just wades into your center line, knowing he'll be able to reach you with his axe before your hundred warriors can cut him down with their hundred swords....
From the primal source, they gain the speed of the cheetah, the power of a lion, the cunning of a fox...
Think about how most predators in the wild take down their prey. They're not defending anything. They're stalking, using speed, using cunning, using sheer power to take down the weakest member of the herd with one savage leap.
Sounds like a striker to me!
But the rage is spot-on for that. I'm not a fan of the "save ends, -5 to the save" thing. I'd prefer to have the barbarian just be able to *end* his rage. Requiring a save sounds too iffy for something that should be the meat-and-potatoes of the class.
From the Class features:
Blood Rage: When you are bloodied in combat, you immediately gain all benefits of rage and require no saving throw to end the effect.
Tough as Nails: You gain 1 additional hit point each time you would gain an even level.