All I ask for the Remastered Barbarian...


Pathfinder Second Edition General Discussion

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Pathfinder Rulebook Subscriber

Especially with the remaster name Vicious Swing and Furious Focus sound very barbarian like.


arcady wrote:
Just being 'Mr. Furious' ought to have the best baseline damage as what it gets for not having any other theme - yet it's the weakest one.

For the record, the lack of theming is supposed to be the primary benefit of Fury Instinct. That's also why it has the weakest bonus.


AnimatedPaper wrote:
arcady wrote:
Just being 'Mr. Furious' ought to have the best baseline damage as what it gets for not having any other theme - yet it's the weakest one.
For the record, the lack of theming is supposed to be the primary benefit of Fury Instinct. That's also why it has the weakest bonus.

I'm not sure that makes sense. But it is what it is.


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Pathfinder Lost Omens, Rulebook Subscriber
Jacob Jett wrote:
AnimatedPaper wrote:
arcady wrote:
Just being 'Mr. Furious' ought to have the best baseline damage as what it gets for not having any other theme - yet it's the weakest one.
For the record, the lack of theming is supposed to be the primary benefit of Fury Instinct. That's also why it has the weakest bonus.
I'm not sure that makes sense. But it is what it is.

I think it's a straight up bad design decision, if true. Theming should be a *draw* not a burden.


Would very much enjoy it if Barbarians were able to expend their Rage in different ways.

Like using Rage for a big heal. Or a huge attack. There’s some of that with that one 2nd Level feat that’s kinda bad. For most people it’s use Rage and don’t worry about it ever again.

It could make Barbarians a nice show stopper class, for risking their central feature for a big risky prize.

And the longer the rage has been going, the stronger expending would it would be.

Liberty's Edge

WatersLethe wrote:
Jacob Jett wrote:
AnimatedPaper wrote:
arcady wrote:
Just being 'Mr. Furious' ought to have the best baseline damage as what it gets for not having any other theme - yet it's the weakest one.
For the record, the lack of theming is supposed to be the primary benefit of Fury Instinct. That's also why it has the weakest bonus.
I'm not sure that makes sense. But it is what it is.
I think it's a straight up bad design decision, if true. Theming should be a *draw* not a burden.

Fury has no anathema AND an additional level 1 Barbarian feat.


Pathfinder Rulebook Subscriber
WatersLethe wrote:
Jacob Jett wrote:
AnimatedPaper wrote:
arcady wrote:
Just being 'Mr. Furious' ought to have the best baseline damage as what it gets for not having any other theme - yet it's the weakest one.
For the record, the lack of theming is supposed to be the primary benefit of Fury Instinct. That's also why it has the weakest bonus.
I'm not sure that makes sense. But it is what it is.
I think it's a straight up bad design decision, if true. Theming should be a *draw* not a burden.

I don't think you said what you meant, because the theming is a draw. Having the theme makes you stronger. It is the vanilla barbarian (fury) that is weaker. (Well, assuming you think getting a feat instead of extra damage and resistance to all weapon physical damage is weaker.)


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Captain Morgan wrote:


I don't think you said what you meant, because the theming is a draw. Having the theme makes you stronger. It is the vanilla barbarian (fury) that is weaker. (Well, assuming you think getting a feat instead of extra damage and resistance to all weapon physical damage is weaker.)

Speaking past each other.

If the theme is good and fun and mechanically useful, then people should be drawn to playing it. Therefore, there is no sensible reason to balance the subclasses as if "not having a theme" was a huge balance factor, so it should be weakest.

If you want to look at it from a more in-setting viewpoint, as if the theme was the source of power and so it makes sense that someone without supernatural power isn't as strong... the Fighter kind of hurts that argument, being a more powerful class with no supernatural themes. Also, the devs shouldn't be thinking about class design this way. It's why games descended from D&D had been ruled by spellcasters for so long before now.


The Raven Black wrote:
WatersLethe wrote:
Jacob Jett wrote:
AnimatedPaper wrote:
arcady wrote:
Just being 'Mr. Furious' ought to have the best baseline damage as what it gets for not having any other theme - yet it's the weakest one.
For the record, the lack of theming is supposed to be the primary benefit of Fury Instinct. That's also why it has the weakest bonus.
I'm not sure that makes sense. But it is what it is.
I think it's a straight up bad design decision, if true. Theming should be a *draw* not a burden.
Fury has no anathema AND an additional level 1 Barbarian feat.

Still not sure that rates the smallest bonus but I can see the argument for it.


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Pathfinder Rulebook Subscriber

I don't think there really is an argument. Fury is terrible. This is not somehow a good thing.


It seems like "change the animal anathema to not rule out ranged weapons" (or just weapons in general). Something like "use a tool to do something you were entirely capable of doing without it"


Fury is easy to compare with the animal instinct since those are the only instincts (I think?) that don't increase your initial rage damage.

Animal has some of the best unarmed attacks, while Fury has a 1 extra 1st-level class feat.

Fury doesn't need a massive buff, but it certainly needs something to not be plainly worse than all other instincts. I don't know if more rage damage would be fitting (though most people play barbarians to do damage, so it wouldn't hurt) but I can't think of anything else they could give it. I guess a 4/8/12 rage damage progression would be fine. It would be equal to draconic for a while, though draconic would still have its extra damage be elemental which can be a huge boost, it would be equal to elemental too, though elemental has, well, elemental damage too as well as concealed against ranged attacks. Spirit would likely be spirit damage in the remaster which effectively is irresistable damage (as far as we know) so even if its a little lower I guess its fine, and supersitition is fine-ish with the +2 to all saves? Eh, it really wouldn't hurt to bump it to giant instinct-levels of damage since it applies only against creatures with spells.


Pathfinder Rulebook Subscriber

This is going to sound weird but +1 to hit while raging for fury barbs. Make them a little better at criting but its through fury instead of training.
Everyone' is going to say that's stepping on the fighters toes, but its not technically changing anything about their proficiency progression and its such a generic benefit that it fits generic fury.
In fact a +1 to hit and +2 to damage -1 Ac while raging is kinda reaching back to the 1e barbarian.


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Bluemagetim wrote:

This is going to sound weird but +1 to hit while raging for fury barbs. Make them a little better at criting but its through fury instead of training.

Everyone' is going to say that's stepping on the fighters toes, but its not technically changing anything about their proficiency progression and its such a generic benefit that it fits generic fury.
In fact a +1 to hit and +2 to damage -1 Ac while raging is kinda reaching back to the 1e barbarian.

Last time I checked the math, a +1 to attack is roughly 15-20% increase in average damage. That would be way too strong on top of Rage Damage.

Fury needs better exclusive feats and maybe better damage resistance. Or more TempHP from Rage because "your Fury won't let you give in", or something like that.

Or maybe give it a level 10-ish feat that let's you choose a lower level feat from another instinct without being bound by its anathema. That could be fun.


Pathfinder Rulebook Subscriber

Make the +1 hit the fury barbarian's level 6 feat tied to the instinct.
Some delay and its competing with reactive strike


Pathfinder Rulebook Subscriber

I mean its boring but so is picking the instinct without an anathema as a barbarian


that would be a terrible idea for 2e

make reckless abandon level 8 feat instead

and fury barbarian can use it at any hp level


Pathfinder Rulebook Subscriber
Blave wrote:


Last time I checked the math, a +1 to attack is roughly 15-20% increase in average damage. That would be way too strong on top of Rage Damage.

Doing some quick calcs using the damage tool, Fury with a d12 and a permanent untyped +1 to hit does roughly the same (slightly less at most levels) damage as a Fighter while still always having worse AC.

And still never does better than a Giant barbarian (and is usually behind Dragon too).


Pathfinder Rulebook Subscriber

You know the flavor I was really thinking is an increase to crit for a fury barb.
What if fury barbarians actually lowered the number from 10 over AC to 9 over ac to crit while raging and got a level 6 feat to improve that to 8 over AC to crit while raging. That is less powerful than getting +1s to hit but still achieves the concept of fury barbarian is about the crits.


+1 to hit is roughly 10-15% increase, so yes, Fury should be closer to the others with a +1 to hit. Still, I question this choice as a bonus to damage would be more in line with what rage gives.

Also, I don't know why people are overfocusing on AC as the temp hit points compensate the AC loss entirely.

I sometimes feel that the game assumption that every +1 to attack and AC is important is distorted to be turned into every +1 to attack and AC is so important that you can entirely disregard damage and hit points. The result being a lot of subpar choices, like raising Dexterity before Constitution on 6hp casters despite the clear superiority of Constitution when it comes to survivability.


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We could also continue the Fury theme and have it get extra barbarian class feats in general, like the Fighter has. This makes it able to get the most vanilla out of the barbarian


Make Fury works like 3.5 Frenzied Berserker! :P


I can agree with somewhat modified versions of the OP's requests:

  • Anathemas I don't think need to be removed, as most of them are flavorful and in my opinion do make sense for barbarians, but the Superstition instinct I think needs to be reworked so that it isn't quite so harsh against the teamwork that is expected from most party compositions.
  • While I do think it makes sense for Barbarians to not have amazing AC, I can agree that the current implementation could perhaps be improved. Rage I think has a lot of restrictions that stem from legacy design more than anything else, which also leads to strange restrictions like needing to take a feat just to try to Demoralize while raging. As currently implemented, there's also little reason for a Barb to not dip into heavy armor as soon as they can for most of the game's levels.
  • Fury I agree could definitely use some help. Even just increasing the initial Rage damage from 2 to 4 would go a long way.


  • I’m a little surprised at how many seem to be surprised at how Fury Totem (later Instinct) came to be written the way it was. They were pretty open about it during the design process. It is even alluded to in both the playtest document and final version of the class that Fury is the one you pick if you don’t want to bother with anathema.

    I didn’t follow all the iterations of the playtest too closely, but I do note that originally all totems/instincts had the same rage damage, so they weren’t as far apart in that first draft. Which suggests I was wrong about the weakest damage being tied to the lack of a theme. Maybe due to disparate damage types? Seems like a relatively easy thing to boost, in any case, probably as Teridax suggests.


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    Pathfinder Lost Omens, Rulebook Subscriber

    The Fury Instinct was obviously sold as the "no hassle" instinct, but was never billed as coming at the cost of mechanically sucking. I strongly believe the intent was that it would fall in line mechanically with the others, but they overvalued the level 1 feat.

    For many of my barbarian concepts, the level 1 feat selection is take it or leave it.

    Fury could work as the feat instinct if it gave you additional feats at later levels.


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    Come to think of it, if the Barbarian were to get a once-over, I'd say there are a few more areas that could use some sprucing up:

    Rage

  • The AC modification and temporary hit points make sense overall for a soak tank, but end up making the class a lot less durable than they may come across.
  • With the way the Barb's defenses are set up, the class is incentivized to either really load up on Dex (which doesn't necessarily fit the archetype of a big clumsy brute), or opt into heavy armor via a feat (which also doesn't fit everyone's idea of what a Barbarian is meant to look like).
  • The restriction on concentrate actions sort of makes sense as a legacy restriction against spellcasting, perhaps also Recalling Knowledge, but ends up meaning the Barb can't Demoralize without a feat, which is a bit silly. It also means a Barb can't do something like Hunt Prey, which would otherwise be thematically appropriate.

    Instincts

  • Reach is incredibly strong, and the deer and frog weapons getting it for free on top of a higher damage die at 7th level is the reason why the deer gets picked so much more than other animal instincts, and why the instinct is generally among the most popular Barbarian instincts.
  • Fury is generally-recognized as the weakest instinct, because the lack of anathema was overvalued, as likely was the bonus feat.
  • The Giant instinct is in a weird spot where its flavor suggests that it's good for dealing and tanking lots of damage, but in practice it's the squishiest instinct and shines mainly due to its capacity for poke damage via feats.
  • Superstition's anathema is infamously restrictive, as receiving helpful spells is an essential part of gameplay in virtually all adventures and parties.

    Just to spitball some ideas:

  • This may be fairly out there, and may break a lot of things in practice, but I'd be curious to see what the Barb would look like if they could use Constitution as their main defense while raging instead of Dexterity. For instance, being able to make Fort saves instead of Ref saves while raging, and using their Fort DC instead of their AC while taking half damage from failed Strikes (but not critical failures). This obviously shouldn't be a part of the multiclass archetype's version of Rage.
  • I'd like to either see Demoralize and Scare to Death get the rage trait by default, or even just see the restrictions on concentrate actions get dropped entirely.
  • I feel the deer and frog weapons should get reach from the start and have their damage die adjusted accordingly.
  • Fury I think would probably be okay with a buff to Rage's damage from 2 to 4 initially. If it needs more, it could perhaps provide additional feats with each increase to Rage's bonus damage.
  • The Giant instinct I feel ought to refocus so that it provides benefits to soak-based durability, rather than range at the expense of survivability.
  • Superstition I feel ought to have its anathema changed to something like "casting a spell, or failing to repay someone in kind for casting a spell on you". Effectively, this means a superstition Barb would want to seek vengeance against harmful spellcasters, while going out of their way to repay a beneficial spellcaster positively, which would fit the theme in my opinion.


  • Animal barb was always one of the logical class/subclass options to pair with beast master but needing moment of clarity for the wolfman to command his pack mate felt like a very steep price in play. I'm hoping some lifting of action restrictions for rage make character concepts like this and the bloodrager a bit easier to swing.....also maybe give animal rage a once over. Right now it just gives imprecise scents and possibly a movement speed/type change. It might just be better served as additional statistics on the animal instincts animal table instead of scouring the animal form spell to suss out the actual benefits youre getting from the feat


    should feat like animal skin and giant stature be class feat or feature come with subclass like gunlinger deed

    this is a problem pretty much every core class have

    there are certainly a shift in this part of the class design during 2e development so far


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    Pathfinder Rulebook Subscriber
    AnimatedPaper wrote:
    I’m a little surprised at how many seem to be surprised at how Fury Totem (later Instinct) came to be written the way it was. They were pretty open about it during the design process. It is even alluded to in both the playtest document and final version of the class that Fury is the one you pick if you don’t want to bother with anathema.

    No one is surprised that Fury is "themeless" because that's pretty self evident.

    But there's no reason that requires it to be garbage.


    Pathfinder Rulebook Subscriber

    Really no instinct should be stuck with basic rage damage. That should be what you get if you dedicate in and are waiting to gain levels to invest a second feat to gain the instinct benefit


    WatersLethe wrote:

    The Fury Instinct was obviously sold as the "no hassle" instinct, but was never billed as coming at the cost of mechanically sucking. I strongly believe the intent was that it would fall in line mechanically with the others, but they overvalued the level 1 feat.

    For many of my barbarian concepts, the level 1 feat selection is take it or leave it.

    Fury could work as the feat instinct if it gave you additional feats at later levels.

    It is the porridge of instincts.


    Bluemagetim wrote:

    This is going to sound weird but +1 to hit while raging for fury barbs. Make them a little better at criting but its through fury instead of training.

    Everyone' is going to say that's stepping on the fighters toes, but its not technically changing anything about their proficiency progression and its such a generic benefit that it fits generic fury.
    In fact a +1 to hit and +2 to damage -1 Ac while raging is kinda reaching back to the 1e barbarian.

    I'm really liking this direction, though I'm not sure if Paizo would want to give attack bonuses to a martial since (I think?) the only one that has that is the fighter. Also, if you can still poach that bonus with Barbarian Dedication and Instinct Ability then some classes would benefit much more from it than barbarians themselves.

    I honestly wouldn't bother if the rage damage bonus was standarized all over the place and all barbararians had a 4/8/12 or 4/8/16 progression with giant instinct's benefit being having an extra +2 to rage damage. The main draw of the barbarian is being a hulking brute that deals tons of damage and I often feel the instincts that have less damage are often overlooked because, well, everyone wants to do damage and specially if you are a barbarian. A standarized damage progression + some neat effect would not only help the fury instinct (which effect would be that extra feat) but also make all instincts more in line with each other.


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    I'd like to be greedy and hope for a *fully overhauled* rage. As-is, it's just an action tax to get damage numbers up, and frankly that's boring and no longer unique amongst the classes. Thaumaturge, Ranger, Inventor, Psychic, Swashbuckler, Summoner, and Magus *all* have rage. It's not called rage for them, but we all know it's rage.

    So make rage different!

    There are loads of examples in media of rage as a super-mode rather than an always-on thing, and I think the remastered barbarian should lean closer to that instead of a compulsory turn-this-on-or-you're-just-a-worse-fighter thing.

    Devil Trigger (and Sin DT too, while I'm at it) from Devil May Cry, God Rage from God of War, Dragon Install from Guilty Gear, the Duviri Courtiers' emotional meltdowns from Warframe, that thing shounen anime protagonists do where they get their asses beat and become god. These are what I'd like rage to be more like.

    I want a second phase, not an obligation.


    The main issue with a lot of super-mode type abilities is that if you need to build it up before using it is that a lot fights are generally over (either literally being over or having all the major threats already dealt with) by the time you get it, so it would probably just make barbarian kind of bad in most fights.

    Liberty's Edge

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    I'm wondering if they will decide to pivot the Barbarian from being a Class that is narratively fueled exclusively by anger to one that is slightly flavored and tweaked to key off of ANY strong emotion and/or passionate drive so as to distance it from the history of the class as well as the OGL.

    Barbarians fueled by ANY type of manic state, joy, anger, [redacted], amusement, disappointment, jealousy, disgust, or even fear could spell a whole bunch of interesting new options. Imagine a fear-based Barb that keys directly into the fight or flight responses to act like a cornered rat or one that laughs uncontrollably while advancing. I'm not sure it that's a direction everyone would want or even something the writers even considered but it could be mighty interesting, plus, it would give the Barb another interesting choice to make right out of the gate that provides interesting RP and mechanical interactions.


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    Barbarian isn't slated as one of the rework classes so I wouldn't get your hopes up for anything beyond a slight tune up and QoL changes


    I agree but being honest we probably will get a blog post talking about PC2 in next months to know sneak peak in PC2 classes changes.


    Gol Golarion wrote:


    So make rage different!

    There are loads of examples in media of rage as a super-mode rather than an always-on thing, and I think the remastered barbarian should lean closer to that instead of a compulsory turn-this-on-or-you're-just-a-worse-fighter thing.

    Devil Trigger (and Sin DT too, while I'm at it) from Devil May Cry, God Rage from God of War, Dragon Install from Guilty Gear, the Duviri Courtiers' emotional meltdowns from Warframe, that thing shounen anime protagonists do where they get their asses beat and become god. These are what I'd like rage to be more like.

    I want a second phase, not an obligation.

    I think the issue is that, beyond the fact that this is a bigger change than the remastered class with the biggest change (witch), the class in still going to be balanced around how it functions in rage, and can't have too much stuff outside of rage. So you now have a vanilla martial with nothing, who can only get their slightly better damage booster when the fight is half over?

    I suppose it could be a feat chain or a new instinct that increases rage damage further at half hp. That would work


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    Teridax wrote:
    The restriction on concentrate actions sort of makes sense as a legacy restriction against spellcasting, perhaps also Recalling Knowledge, but ends up meaning the Barb can't Demoralize without a feat, which is a bit silly. It also means a Barb can't do something like Hunt Prey, which would otherwise be thematically appropriate.

    It also locks the Barbarian out of 90% of active/reactive magic item use. Both envision and command are concentrate-tagged, and a surprising number of runes weapons, and wearable items have one of them. 108 of the 154 talismans are Envision, and 19 are Command. Magic items are already bad enough that there's not much incentive to use them (low DCs, awkward handedness, bad action economy), so its not like a barbarian is really expected to give up their class feature to use them, but it still feels bad to look at all the toys you can't even begin to fit into your combat routine. Preventing spellcasting barbarians is one thing, but it seems wrong for them to be cut off from a good chunk of one of 2e's axes of character progression.

    Liberty's Edge

    RootOfAllThings wrote:
    Teridax wrote:
    The restriction on concentrate actions sort of makes sense as a legacy restriction against spellcasting, perhaps also Recalling Knowledge, but ends up meaning the Barb can't Demoralize without a feat, which is a bit silly. It also means a Barb can't do something like Hunt Prey, which would otherwise be thematically appropriate.
    It also locks the Barbarian out of 90% of active/reactive magic item use. Both envision and command are concentrate-tagged, and a surprising number of runes weapons, and wearable items have one of them. 108 of the 154 talismans are Envision, and 19 are Command. Magic items are already bad enough that there's not much incentive to use them (low DCs, awkward handedness, bad action economy), so its not like a barbarian is really expected to give up their class feature to use them, but it still feels bad to look at all the toys you can't even begin to fit into your combat routine. Preventing spellcasting barbarians is one thing, but it seems wrong for them to be cut off from a good chunk of one of 2e's axes of character progression.

    The restriction on Concentrate is only when Raging.

    Entering Rage is not necessarily the best use of a Barbarian's first action. Or even of later actions.

    I sometimes spent entire fights with my PFS Animal Barbarian not Raging.

    Even the Barbarian has to use sensible tactics in PF2


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    Idk, a monk entering a stance and using fob, a ranger hunting their prey, a fighter existing, a rogue flanking an opponent, a magus spell striking....if any of these other actions meant not being able to use a large swathe of game mechanics those players would be rightly miffed. Barbarians are just very restricted in combat once they use their class mechanic. Hopefully that sacred cow is brought around back and shot for PC2. If that meant rage damage has to be a couple points lower I wouldn't even care

    Liberty's Edge

    WWHsmackdown wrote:
    Idk, a monk entering a stance and using fob, a ranger hunting their prey, a fighter existing, a rogue flanking an opponent, a magus spell striking....if any of these other actions meant not being able to use a large swathe of game mechanics those players would be rightly miffed. Barbarians are just very restricted in combat once they use their class mechanic. Hopefully that sacred cow is brought around back and shot for PC2. If that meant rage damage has to be a couple points lower I wouldn't even care

    Most Monk stances forbid you from attacking with other attacks.

    But a stance is not required to use FoB.

    And Hunting Prey is one action each time you choose a new prey. Which is often more than once per combat.

    Not that straightforward to compare.


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    The Raven Black wrote:

    Most Monk stances forbid you from attacking with other attacks.

    But a stance is not required to use FoB.

    And Hunting Prey is one action each time you choose a new prey. Which is often more than once per combat.

    Not that straightforward to compare.

    True, yet missing the point.

    A stance prevents you from using other attacks, but you're not losing anything, because the new attacks are better. More relevant, it doesn't lock you out of huge swathes of the PF2 combat experience.

    Hunting Prey imposes no limitations at all, except that you need to spend an action on it it before you get the damage boost from it.

    Barbarians get two sources of limitation - rage and anathema. Of the two, I suggest anathema is the minor one. It influences some character decisions, sometimes. Rage, on the other hand, is the core of the Barbarian combat engine. Everything about the class is designed and themed around Rage. If you choose not to be Raging in combat for a turn, you're foregoing everything that makes being a Barbarian enticing and fun for that turn. Whatever you're doing with that turn, is it going to make a difference by the time combat is over? Are you really the one who should be doing that? What if you're Fatigued, or fell down in combat with your AC penalty? Congratulations - you have no class abilities for the duration of this combat.

    Now, in a hypothetical PF3 where I had any input whatsoever, I would at least want to consider the idea that Barbarians could have benefits to non-Raging combat turns. This is not that edition. Right now, the important question is, would Barbarians really be overpowered without either of those restrictions? Because Fighters and Rogues don't have ANY of those restrictions, and I don't think Barbarian is so awesome that it would outpace Fighter or Rogue without two separate leashes holding it back.

    Those two leashes are interesting and thematic and traditional, but they also introduce penalties and burdens to the character that I do not feel are properly addressed in the balance equation. The Barbarian is the only character iced out of most of the combat system by playing them as intended. If that isn't a great loss, then is the rest of the combat system really doing what it's supposed to in the game? If it is, are Barbarians fully compensated for that loss?

    All that said, let's remember the Fury Barbarian, who accepts the penalties of Rage in return for a whole lot of not much.


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    Kaspyr2077 wrote:
    If you choose not to be Raging in combat for a turn, you're foregoing everything that makes being a Barbarian enticing and fun for that turn. Whatever you're doing with that turn, is it going to make a difference by the time combat is over? Are you really the one who should be doing that? What if you're Fatigued, or fell down in combat with your AC penalty? Congratulations - you have no class abilities for the duration of this combat.

    Well, technically, you have a massive hit point pool and it combines very well with late Rage as you will get even more hit points without suffering much from your AC penalty. So there's a point in not raging as soon as possible (on top of damage optimization as you deal more damage with 2 Strikes than with a single one with Rage on so it's better to Rage when you have 3 actions available to attack).

    Then, you have a lot of feats that are not asking for Rage, including some staples like Sudden Charge and Reactive Strike. And that's even before thinking about grabbing Dedications.

    So, even if I agree that Rage is central to the Barbarian, first round Rage is nothing enforced by the class. You even have feats like Wounded Rage that encourages you to wait to take a hit before Raging.

    I know a lot of players just Rage as soon as they can but why should the class be about them and not about those who try to read the situation better?


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    There's also another point I'd like to raise: In this discussion, some players state that the Barbarian should be "easy to play", if not "easier than everything else". I question why?

    I've faced my fare share of "stupid barbarians" and honestly it's not something I want to see encouraged. Having a player who consider that their character should rage and charge at round 1 whatever the situation because "it's my class", who behave badly in social situations because "it's my class" and who disregard anything that is not strength-oriented because "it's my class"... Well, it's painful.

    The stupid barbarian is no good for the game. I'd far prefer Paizo to completely rebuild the class feel so this archetype leaves the game entirely.

    As a side note, the choice of "Superstition" for an Instinct name goes in this same direction. Please Paizo, rename it "Anti-magic" or "Mage slayer", anything that carries the same kind of mechanics but without the implication that the Barbarian should be dim-witted. I think it's the only class feature in the game that is described negatively...


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    SuperBidi wrote:

    There are plenty of other classes. I understand your frustration with players who deliberately avoid any thought of tactics. But the character has more to it that that. It's up to the people to use it. There is support for Intmidation at least.

    Personally I'd be happy enough if they got rid of the term Barbarian as it taints too many cultures in a negative light. Berserker would be much better.


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    There's this discussion about the term Barbarian, but I don't want to raise it again as it tends to be invasive. As a side note, Spirit Barbarians don't Rage they get possessed, so there's more than Rage to the Barbarian.

    But I think the term Barbarian could stay but the class be reviewed in a more "advanced" light. For example, Superstition could be reviewed as Mage Slayer, there could be an Alchemical Instinct (Alchemical Rage is something in Pathfinder). If you have a good balance amongst Instincts the class could feel much more advanced.

    And my frustration is not about players who avoid tactics but about classes that justify the lack of tactics. If a class is literaly portrayed as dim-witted (I hardly see how "superstitious" can be considered as anything but an insult) it definitely encourages players to play them stupidly.


    Id argue that barbarian rage preventing large swathes of game mechanics reduces tactical decisions for the class (if you engage with the class core mechanic) more than making rage less restrictive. A barbarian with a less restrictive rage would make more varied decisions in a combat than one who has the current version bc whenever the current version rages their tactical decision points shrink to a fraction of what's available to others unless they sacrifice a third of their actions to moment of clarity

    Liberty's Edge

    WWHsmackdown wrote:
    Id argue that barbarian rage preventing large swathes of game mechanics reduces tactical decisions for the class (if you engage with the class core mechanic) more than making rage less restrictive. A barbarian with a less restrictive rage would make more varied decisions in a combat than one who has the current version bc whenever the current version rages their tactical decision points shrink to a fraction of what's available to others unless they sacrifice a third of their actions to moment of clarity

    Which is a tactical decision.

    And I am surprised by the large swathes argument. IME the only restriction I felt because of the No Concentrate rule was about not being able to cast spells.


    The Raven Black wrote:
    And I am surprised by the large swathes argument. IME the only restriction I felt because of the No Concentrate rule was about not being able to cast spells.

    Demoralize, as well as any item activation with a command or envision component, such as that on a Fearless Sash, are all actions affected by the limitation on concentration. There are ways around this restriction, such as Moment of Clarity and Raging Intimidation, and I agree that choosing when to rage is a tactical decision that isn't always optimal to do at the start of every combat, though the restrictions are pretty broad nonetheless.

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