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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Barbarian and Monk
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<blockquote data-quote="BookBarbarian" data-source="post: 7787521" data-attributes="member: 6802553"><p>We'll lets take a look at the Totem options. Tiger is athletic as hell, and gets the skill monkey proficiencies. Strip out the spellcasting and the fluff and you have a Barbarian who is very skilled and non-magical.</p><p></p><p>Do the same for Elk and you have a mobility focused charging Barbarian that's non-magical.</p><p></p><p>Wolf: a Team player focused, tracking, knockdown Barbarian that's non-magical.</p><p></p><p>Bear: A toughness focused, strong Barbarian that discourages enemies to attack others next to him that's non-magical.</p><p></p><p>What is at it's core that makes all these have to have magic? Nothing. Eagle's flight is the only thing that did. WotC just to wrap the first 3 concepts together with an animal magic them, then tack on new concepts to it.</p><p></p><p>So there was space right there, but I guess that shipped has sailed. How about these options?</p><p></p><p>The Tal’Dorei campaign setting's Juggernaut Barbarian: non magical, moves things around when it hit them, Siege damage property, impossible to knock prone, cleave attack, and "unstoppable" abilities. </p><p></p><p>Adventure's in Middle-Earth's Foehammer that has increased AC, and Unarmed Fighting abilities, and can automatically crit at the cost of breaking his weapon, or if a magical weapon rendering it unusable until fixed, and the AiME Rider, a spear focused primarily mounted Barbarian that feels like it came right out of the Steppes with Attila the Hun.</p><p></p><p>Or this Conan themed Path created right here on Enworld</p><p></p><p></p><p></p><p>These may or may not have similar themes, but mechanically have lots of differences. Similar to how those Fighter classes break down sometimes based on theme, but sometimes on mechanics like the Battlemaster/Champion/Brute</p></blockquote><p></p>
[QUOTE="BookBarbarian, post: 7787521, member: 6802553"] We'll lets take a look at the Totem options. Tiger is athletic as hell, and gets the skill monkey proficiencies. Strip out the spellcasting and the fluff and you have a Barbarian who is very skilled and non-magical. Do the same for Elk and you have a mobility focused charging Barbarian that's non-magical. Wolf: a Team player focused, tracking, knockdown Barbarian that's non-magical. Bear: A toughness focused, strong Barbarian that discourages enemies to attack others next to him that's non-magical. What is at it's core that makes all these have to have magic? Nothing. Eagle's flight is the only thing that did. WotC just to wrap the first 3 concepts together with an animal magic them, then tack on new concepts to it. So there was space right there, but I guess that shipped has sailed. How about these options? The Tal’Dorei campaign setting's Juggernaut Barbarian: non magical, moves things around when it hit them, Siege damage property, impossible to knock prone, cleave attack, and "unstoppable" abilities. Adventure's in Middle-Earth's Foehammer that has increased AC, and Unarmed Fighting abilities, and can automatically crit at the cost of breaking his weapon, or if a magical weapon rendering it unusable until fixed, and the AiME Rider, a spear focused primarily mounted Barbarian that feels like it came right out of the Steppes with Attila the Hun. Or this Conan themed Path created right here on Enworld These may or may not have similar themes, but mechanically have lots of differences. Similar to how those Fighter classes break down sometimes based on theme, but sometimes on mechanics like the Battlemaster/Champion/Brute [/QUOTE]
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