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<blockquote data-quote="Felon" data-source="post: 1359986" data-attributes="member: 8158"><p>When evaluating the totem barbarian variants, they're only going to look balanced when taking the total package into account, rather than saying, for instance, "there's no way that a +2 on a skill check is worth giving up Uncanny Dodge". If a person falls into the habit of looking at the most meager benefit they're gaining in exchange for the best core feature they're giving up, then naturally it's going to look like a poor exchange. </p><p></p><p>From looking it over, I think this is what the designers' reasoning seems to be: </p><ul> <li data-xf-list-type="ul">Trap sense is the core barbarian's weakest benefit, and so gaining skill bonuses or conditional save bonuses in its stead is deemed a reasonable trade-off. </li> <li data-xf-list-type="ul">Fast Movement is about worth a bonus feat.</li> <li data-xf-list-type="ul">Uncanny Dodge & Improved Uncanny Dodge are worth a couple of bonus feats, or worth an ability that's better than you can get through standard feats (e.g. frightful presence or extra damage reduction or a climb speed).</li> </ul><p></p><p>So, for instance, looking at the Horse Totem:</p><ol> <li data-xf-list-type="ol">Give up Trap Sense = Gain Handle Animal & Ride bonuses.</li> <li data-xf-list-type="ol">Give up Uncanny Dodge/Improved Uncanncy Dodge = Gain Run & Endurance feats.</li> </ol><p></p><p>Dragon Totem:</p><ol> <li data-xf-list-type="ol">Give up Trap Sense = Gain sleep/paralysis saves.</li> <li data-xf-list-type="ol">Give up Fast Movement = Gain Blind-fight feat.</li> <li data-xf-list-type="ol">Give up UD/IUD = Gain frightful presence.</li> </ol><p></p><p>Eagle Totem:</p><ol> <li data-xf-list-type="ol">Give up Trap Sense = Gain Spot check bonus.</li> <li data-xf-list-type="ol">Give up Fast Movement = Gain Lightning Reflexes feat.</li> </ol><p></p><p>Having said that, they didn't do a perfect job by any means. For instance, their trade-off system doesn't pan out well in nstances where the totem gives a bonus to a skill that isn't on the barbarian's class skill list, like Spot (Eagle) or Hide (Lion) or Move Silently (Serpent). That seems pretty lame.</p><p></p><p>And, if you apply the formula above, there are a few totems that just plain fall short. The Wolf Totem gains a couple feats in exchange for giving up the dodge features, but effectively gets shafted for losing Trap Sense.</p></blockquote><p></p>
[QUOTE="Felon, post: 1359986, member: 8158"] When evaluating the totem barbarian variants, they're only going to look balanced when taking the total package into account, rather than saying, for instance, "there's no way that a +2 on a skill check is worth giving up Uncanny Dodge". If a person falls into the habit of looking at the most meager benefit they're gaining in exchange for the best core feature they're giving up, then naturally it's going to look like a poor exchange. From looking it over, I think this is what the designers' reasoning seems to be: [list] [*]Trap sense is the core barbarian's weakest benefit, and so gaining skill bonuses or conditional save bonuses in its stead is deemed a reasonable trade-off. [*]Fast Movement is about worth a bonus feat. [*]Uncanny Dodge & Improved Uncanny Dodge are worth a couple of bonus feats, or worth an ability that's better than you can get through standard feats (e.g. frightful presence or extra damage reduction or a climb speed). [/list] So, for instance, looking at the Horse Totem: [list=1] [*]Give up Trap Sense = Gain Handle Animal & Ride bonuses. [*]Give up Uncanny Dodge/Improved Uncanncy Dodge = Gain Run & Endurance feats. [/list] Dragon Totem: [list=1] [*]Give up Trap Sense = Gain sleep/paralysis saves. [*]Give up Fast Movement = Gain Blind-fight feat. [*]Give up UD/IUD = Gain frightful presence. [/list] Eagle Totem: [list=1] [*]Give up Trap Sense = Gain Spot check bonus. [*]Give up Fast Movement = Gain Lightning Reflexes feat. [/list] Having said that, they didn't do a perfect job by any means. For instance, their trade-off system doesn't pan out well in nstances where the totem gives a bonus to a skill that isn't on the barbarian's class skill list, like Spot (Eagle) or Hide (Lion) or Move Silently (Serpent). That seems pretty lame. And, if you apply the formula above, there are a few totems that just plain fall short. The Wolf Totem gains a couple feats in exchange for giving up the dodge features, but effectively gets shafted for losing Trap Sense. [/QUOTE]
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