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Some good alt Barbarians
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<blockquote data-quote="Spatzimaus" data-source="post: 2626648" data-attributes="member: 3051"><p>Haven't seen that one, but you could pretty much build it the same way. The "+1 attack at max bonus" is basically Flurry combined with "+2 to attack", and the +4 Initiative would fit into the table just fine at level 5 or 9. In fact, I'm kicking myself that I didn't think to add that one from the start.</p><p></p><p>The main balance problem we've had is that -2 AC is seen as a more severe drawback than most of the others. But, it's still workable. Also, both the Dwarven Defender and the Zealot you mention are Dazed instead of Fatigued at the end of their duration, but Dazed is a less severe condition, so it wouldn't really fit in to the table as written.</p><p></p><p>I also forgot to mention one other rule. If there's ever a conflict on overlap, it goes major>minor>bonus. That means, if you pick Immobile as your major, you can't take 1/2 move as a minor or +10' movement as a bonus. If you didn't pick that for your major but did take 1/2 move as a minor, you can't take the +10' move bonus until you remove the drawback. And this also means that if you took -2 STR as a minor drawback, you can't take the +2 STR bonus until you remove the drawback, because the minor supercedes the bonus.</p><p></p><p>The reason was, we wanted the barbarian to ALWAYS have at least one major and one minor drawback. If it were possible to effectively overwrite a drawback with a bonus, players would metagame more. They'd take things like "-2 STR" and "-2 CON" as their initial drawbacks, take "+2 STR" and "+2 CON" as two of their three level 1 bonuses, and then have only the major drawback to deal with while they accumulated bonuses (and not have to "waste" one of their high-level bonus slots removing a drawback).</p><p></p><p>Anyway, it was good, in practice. One player wanted something a bit more well-rounded than the PHB Rage, so he went like this (doing this from memory, don't have the sheet):</p><p>Major: Take +50% damage from all sources</p><p>Minors: Take 1d6+level subdual when wears off, -1 to all saves</p><p>Bonuses: Started with +2 STR, +2 DEX, +2 CON. I think he added +2 DEX, Hardness, +10' movement, Flurry, temporary HP, +2 melee attack rolls, remove the -1 save drawback, +2 melee damage, and the selectable +2 stat boost.</p><p></p><p>Basically, this "trance" made him a fantastic swordsman for the duration, at the cost of effectively reducing his HD to a d8. It wasn't a "rage" thing at all; he justified it as connecting with the ghosts of his samurai-like ancestors, letting them control his body for a minute.</p><p>I also had a Barbarian/Ranger NPC who used a trance focusing on the +skill and vision-improvement bonuses more, to act as a sort of "stalker" kit. He had the "can't attack" major, since he'd disable the trance before combat.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2626648, member: 3051"] Haven't seen that one, but you could pretty much build it the same way. The "+1 attack at max bonus" is basically Flurry combined with "+2 to attack", and the +4 Initiative would fit into the table just fine at level 5 or 9. In fact, I'm kicking myself that I didn't think to add that one from the start. The main balance problem we've had is that -2 AC is seen as a more severe drawback than most of the others. But, it's still workable. Also, both the Dwarven Defender and the Zealot you mention are Dazed instead of Fatigued at the end of their duration, but Dazed is a less severe condition, so it wouldn't really fit in to the table as written. I also forgot to mention one other rule. If there's ever a conflict on overlap, it goes major>minor>bonus. That means, if you pick Immobile as your major, you can't take 1/2 move as a minor or +10' movement as a bonus. If you didn't pick that for your major but did take 1/2 move as a minor, you can't take the +10' move bonus until you remove the drawback. And this also means that if you took -2 STR as a minor drawback, you can't take the +2 STR bonus until you remove the drawback, because the minor supercedes the bonus. The reason was, we wanted the barbarian to ALWAYS have at least one major and one minor drawback. If it were possible to effectively overwrite a drawback with a bonus, players would metagame more. They'd take things like "-2 STR" and "-2 CON" as their initial drawbacks, take "+2 STR" and "+2 CON" as two of their three level 1 bonuses, and then have only the major drawback to deal with while they accumulated bonuses (and not have to "waste" one of their high-level bonus slots removing a drawback). Anyway, it was good, in practice. One player wanted something a bit more well-rounded than the PHB Rage, so he went like this (doing this from memory, don't have the sheet): Major: Take +50% damage from all sources Minors: Take 1d6+level subdual when wears off, -1 to all saves Bonuses: Started with +2 STR, +2 DEX, +2 CON. I think he added +2 DEX, Hardness, +10' movement, Flurry, temporary HP, +2 melee attack rolls, remove the -1 save drawback, +2 melee damage, and the selectable +2 stat boost. Basically, this "trance" made him a fantastic swordsman for the duration, at the cost of effectively reducing his HD to a d8. It wasn't a "rage" thing at all; he justified it as connecting with the ghosts of his samurai-like ancestors, letting them control his body for a minute. I also had a Barbarian/Ranger NPC who used a trance focusing on the +skill and vision-improvement bonuses more, to act as a sort of "stalker" kit. He had the "can't attack" major, since he'd disable the trance before combat. [/QUOTE]
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