There are two ideas I had for barbarians. The first is to allow the rage bonus to damage to apply to weapons with the thrown property in addition to the current list. This would somewhat help with the ranged issue they currently have by allowing even the less powerful weapons like darts to be more effective. The other change would be allowing barbarians to add half their rage bonus to attacks. If this happened, here's what their bonus hit chance would look like compared to a fighter.
Level____Barb (while raging)____Fighter
If weapon fury was removed, then that would place the barbarian just behind the fighter in terms of innate accuracy when they're raging.
There's also a part of me that wants rage to grant an athletic bonus, but that's because I've played 5e which gives barbarians advantage (roll 2 d20, keep the highest) on strength checks while raging. 5e is also why I'd like to see the barbarian's resistance show up earlier than level 9 (5e raging resistance is a flat half damage from bludgeoning, piercing, and slashing attacks with extra damage types included based on the subclass you pick, and it's given at level 1).
It's not exact, but the description of the Potent trait suggests that ability increases are retroactive.
Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
This is unambiguous. You can deal extra damage with any melee attack, but I'm curious if it would make sense to allow barbarians to also get this bonus damage with thrown weapons. The most common narrative reasoning for the extra damage is your rage makes you stronger, and therefore hit harder. This narrative seems like it should also apply to thrown weapons, to me at least. Though an interesting note, a barbarian can still get the bonus damage while using a finesse weapon and attacking with DEX. I can see not getting the bonus damage with bows, but only because there isn't any sort of overdraw mechanic.
Hello all. Because I had nothing else to do today, I went through the entire magic item chapter and looked at what they make you spend resonance on. I've compiled my thoughts about them and what I'd change below. I've also split the items up by groups and ordered them by level.
These changes haven't been made with any extensive thought towards balance (excluding items that give access to spells, where I just shrug because I don't know how to balance spells that just cost resonance) or necessary/potential price changes, just by what feels right to me in regards to resonance usage.
The first change I'd make is that crafting any magic item would require investing in the project each day you work on it, if for no other reason than to give a narrative reason for why most consumables no longer need resonance to use.
Overall: The shields seem to follow their own rules that let them give passive bonuses without needing any resonance, but most of the armors seem to work fine as is.
I’d make oils cost resonance to craft, but not to use.
Spoiler:Overall: pretty good
I’d make potions cost resonance to craft, but not to use, and would adjust a few of the time limits; generally making them longer.
I’d make scrolls cost resonance equal to the spell level in them to craft, but not to use.
Use a resonance to add the charges when invested, no resonance to use the spells in the staff. Either slots or charges only.
Overall: Most shouldn’t be consumable, but they still cost resonance to activate. Pretty much every proficiency requirement in a skill to use a trinket should be moved to be a requirement to craft it instead.
Choose either resonance, charges, or treat them like staves.
Overall: A lot of 1/days that I think should be removed, though I’m not sure what to replace it with on some of them.
This is the big section.
Overall: Worn items are kind of all over the place. Some are fine, others have issues, but at least none of them seem completely terrible. Balancing for items that give access to spells for resonance seems like a nightmare to balance if you remove 1/day limits.
Overall: most of the rest of the stuff is okay. The items that grant spells are an issue to balance right if the daily limits are removed.