Barbarians too strong, Weak armor, Death & CMD / CMB


Classes

Silver Crusade

I've been running the playtest since day 1 at my store. we have a barbarian, wizard, ranger, alchemist. The barbarian titan totem is to strong. With the ability to wield giant size weapons and go huge is really strong, but when ur higher levels the gap is huge. As a DM i find encounters to easy and not fun anymore. The barbar kicks down the door of the end boss and as he tries to do cool stuff grabs him by the neck and smashes his face till death. and don't try to escape wizard. the raging ball of muscle can literally T pose slide all the way across the plain and spin to win kill you. my Barbarian has dropped 40 Damage at lvl 1 and 400 damage at lvl 8. and don't think armor helps. once you reach Level 5 Armor no longer scales and dose anything. with proficiency added to everything + Strength a average melee user is hitting with a +9 before Dice roll (at lvl 5). the barbarian with the giant tree and min maxing can at level 9 get a + 20 to hit before dice. Armor needs to be looked into. add a system to upgrade armor with easy rules. think gem slots in diablo or MMOs. where i can spend 1000 gold and by som plates or bracers that attach to armor that adds +4 (+2 per arm). Lastly Death and CMD/CMB, Death to me was not explained well. Keeping the original pathfinder rules would have been fine. With CMD/CMB you had the perfect system for things like grapple and trip. Would like to see it return.

*all numbers estimated & before trained/master added*


I am wondering how you get a +20 to hit with a lv9 Titan barbarian, when you have lower accuracy than other characters due to the permanent Sluggish condition. I'm thinking +15 is more realistic (expert+10, Str+4, Item+2, Sluggish-1).

Also unsure about the 40 damage at level 1. Even on a crit and with 18Str, a Titan's Greataxe would crit for 2d12+12, maxing out at 36, and even a Titan's Scythe (being Deadly) would reach 3d10+12 (barely scratching that on max roll under crits). So while kinda possible, it doesn't exactly strike me as something that would happen more than once every 3000 hits (1/2880 or 0.00035% is the actual frequency).

Overall, I think you're misreading something, and probably increasing the dice size for the large weapons. That's not how it works.


lilly sinclare wrote:
once you reach Level 5 Armor no longer scales and dose anything. with proficiency added to everything + Strength a average melee user is hitting with a +9 before Dice roll (at lvl 5). the barbarian with the giant tree and min maxing can at level 9 get a + 20 to hit before dice. Armor needs to be looked into.

I am not sure what you mean with armor not doing anything.

You can get magic armor way past level 5, increasing its effectiveness.

Or are you not adding your full proficiency bonus to AC? As in, including level. The same way that a melee attacker is hitting with a +9, a level 5 character with just a non-magical studded leather armor and Dexterity 14 has AC 19.


lilly sinclare wrote:

I've been running the playtest since day 1 at my store. we have a barbarian, wizard, ranger, alchemist. The barbarian titan totem is to strong. With the ability to wield giant size weapons and go huge is really strong, but when ur higher levels the gap is huge. As a DM i find encounters to easy and not fun anymore. The barbar kicks down the door of the end boss and as he tries to do cool stuff grabs him by the neck and smashes his face till death. and don't try to escape wizard. the raging ball of muscle can literally T pose slide all the way across the plain and spin to win kill you. my Barbarian has dropped 40 Damage at lvl 1 and 400 damage at lvl 8. and don't think armor helps. once you reach Level 5 Armor no longer scales and dose anything. with proficiency added to everything + Strength a average melee user is hitting with a +9 before Dice roll (at lvl 5). the barbarian with the giant tree and min maxing can at level 9 get a + 20 to hit before dice. Armor needs to be looked into. add a system to upgrade armor with easy rules. think gem slots in diablo or MMOs. where i can spend 1000 gold and by som plates or bracers that attach to armor that adds +4 (+2 per arm). Lastly Death and CMD/CMB, Death to me was not explained well. Keeping the original pathfinder rules would have been fine. With CMD/CMB you had the perfect system for things like grapple and trip. Would like to see it return.

*all numbers estimated & before trained/master added*

Well, a standard Barbarian at 1st level has +5 to hit and can do a maximum of 36 damage on a critical with a D12 weapon and rage active. But criticals are slim compared to AC 15, and rolling maximum damage on both dice is even slimmer. This also assumes Rage as well, which reduces damage a bit. Average damage would be more reasonable, so 25 damage on a lucky critical, while devastating, isn't the end of every combat. However, while Giant Totem has much increased damage, this puts a major decrease in the Barbarian's defense and accuracy, meaning the odds of a hit or critical, especially on consecutive attacks, is very slim against appropriate enemies.

By 8th level, while the damage will increase a bit, and the Barbarian gets a little more accurate, he will most certainly not exceed more than 120 damage a round against more difficult enemies.

In my opinion, you need to scale up the encounters, a lot, and be more aggressive with enemies. Several of my battles have required me to throw numerous enemies with amplified HP and potential class levels (like Fighter or Barbarian) to make encounters challenging. I think this will be remedied when I tone down the amount of loot my players get, but still, if enemies aren't being challenging, then change your tactics.

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