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Unearthed Arcana: Barbarian and Monk
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<blockquote data-quote="zhivik" data-source="post: 7787693" data-attributes="member: 6966637"><p>So here are my 2p. The <strong><em>Wild Soul Barbarian</em></strong> actually looks interesting. I get the people who would like to receive more non-magical subclasses, but it is a criticism of the overall approach to class writing, not of this particular subclass. Complaints of the sort "I didn't get the subclass I wanted so I hate this one" simply won't lead to anything. I recommend people unhappy with the scarcity of non-magical options for barbarians to comment that in the survey for this UA - the more of you do so, the more likely it is you will get what you want.</p><p></p><p>Regarding the subclass itself, it carries a unique flavour, which is good. I personally think barbarians go along well with fey magic, given that the class is often (though not necessarily) associated with the wilds. The glowing part of Lingering Magic might be a little bit too much, but I see it more as an aura than an actual change of colour. At any rate, anyone who dislikes it can simply remove it, it is only a cosmetic feature.</p><p></p><p>What I don't particularly like mechanically is the too high chance of the flumph option. After all, rage is a core mechanic and barbarians always use it in combat, so you always have a 1:8 chance of triggering an effect with unpredictable consequences. All other effects can be more or less manageable (the barbarian simply runs ahead and rages, when no allies are around), but this one can go crazy. I don't mind that such option exists, as it is in line with the overall fluff for the subclass, I only wished it was on par with the Wild Magic Surge chance for sorcerers (which is 1:20). Maybe change the dice for a d12 and say that the remaining results (for instance 9-12) don't lead to anything? (I will make that proposal in the survey, by the way)</p><p></p><p>As far as the <em><strong>Way of the Astral Self</strong></em> is concerned, it didn't quite appeal to me at first, but on second read, it looks very interesting and definitely in line with the monk concept. Maybe it's just me, but I've always seen monks like a Shao Lin archetype, so having some mystical abilities is actually nice. It also shifts the focus from Dexterity to Wisdom, which is also in line with the presentation.</p><p></p><p>The six attacks available at level 17 seem a little bit too much, because by that time the damage die becomes a d10. I guess it is a way to make up for magical weapons which should be within the +3 range at that point, but it still looks a little bit much. The Ki point cost balances things a little, though you already have a reduced Ki point cost as of level 11, because you effectively get Flurry of Blows for free with Arms of the Astral Self and then you have that upgraded at level 17. I'd rather have the third extra attack dropped at level 17, because 6d10+30 damage per round (as I assume every monk will be at least at +5 WIS by then) seems excessive.</p></blockquote><p></p>
[QUOTE="zhivik, post: 7787693, member: 6966637"] So here are my 2p. The [B][I]Wild Soul Barbarian[/I][/B] actually looks interesting. I get the people who would like to receive more non-magical subclasses, but it is a criticism of the overall approach to class writing, not of this particular subclass. Complaints of the sort "I didn't get the subclass I wanted so I hate this one" simply won't lead to anything. I recommend people unhappy with the scarcity of non-magical options for barbarians to comment that in the survey for this UA - the more of you do so, the more likely it is you will get what you want. Regarding the subclass itself, it carries a unique flavour, which is good. I personally think barbarians go along well with fey magic, given that the class is often (though not necessarily) associated with the wilds. The glowing part of Lingering Magic might be a little bit too much, but I see it more as an aura than an actual change of colour. At any rate, anyone who dislikes it can simply remove it, it is only a cosmetic feature. What I don't particularly like mechanically is the too high chance of the flumph option. After all, rage is a core mechanic and barbarians always use it in combat, so you always have a 1:8 chance of triggering an effect with unpredictable consequences. All other effects can be more or less manageable (the barbarian simply runs ahead and rages, when no allies are around), but this one can go crazy. I don't mind that such option exists, as it is in line with the overall fluff for the subclass, I only wished it was on par with the Wild Magic Surge chance for sorcerers (which is 1:20). Maybe change the dice for a d12 and say that the remaining results (for instance 9-12) don't lead to anything? (I will make that proposal in the survey, by the way) As far as the [I][B]Way of the Astral Self[/B][/I] is concerned, it didn't quite appeal to me at first, but on second read, it looks very interesting and definitely in line with the monk concept. Maybe it's just me, but I've always seen monks like a Shao Lin archetype, so having some mystical abilities is actually nice. It also shifts the focus from Dexterity to Wisdom, which is also in line with the presentation. The six attacks available at level 17 seem a little bit too much, because by that time the damage die becomes a d10. I guess it is a way to make up for magical weapons which should be within the +3 range at that point, but it still looks a little bit much. The Ki point cost balances things a little, though you already have a reduced Ki point cost as of level 11, because you effectively get Flurry of Blows for free with Arms of the Astral Self and then you have that upgraded at level 17. I'd rather have the third extra attack dropped at level 17, because 6d10+30 damage per round (as I assume every monk will be at least at +5 WIS by then) seems excessive. [/QUOTE]
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