I was pretty critical of the Barbarian class in my
high-level write-up. Some of that is
frustration, because it’s close to being really good. All the pieces of something interesting are
there – it’s just presented in a way doesn't do it justice. Lots of potential.
This is how I’d do it:
Break the whole leveling set up into 2 discreet chunks: Level 1-3 and everything else. I’ll talk
about name-level thoughts in another post.
Next we identify what features are associated with those
level ranges:
Levels 1-3:
Rage
+1 attack
Bonus
+2 Rage
damage bonus
Feral
Instinct
Reckless
Attack
1 Path/Path
Feature
I’m OK with
the concept that levels 1 through three are introductory levels, so I’m
fine with keeping these 3 levels as-is.
You get to make quite a few interesting choices during character
creation, 2nd level comes very quickly, and you get to make a major
choice at 3rd level with your path.
However, I
see no reason for the linear progression of the Path Features. I’d allow players to pick a path feature from
the list when they get a path feature.
The default progression (if you don’t want to make decisions) could
still be as-written.
Path of the
Berserker. Fearless Rage and Mindless
Rage should be automatic benefits to the path.
I would also give anyone that picked Path of the Berserker 1 additional
use of rage right off the bat. If they
are berserkers, they should have more berserk in them. I would also make Unlimited Rage a benefit of
this only path at Lv 20.
Path of the
Totem Warrior. See – picking the totem
spirit is EXACTLY the kind of interesting choice I like. It is cool stuff, adds thematically to your
character, all the benefits are neat and they AREN’T all combat benefits. I like the idea of making Totem Spirit the
default first choice here. The rest, I'd just let the player pick which path feature they want when they get one.
For the rest
of the levels, I would lay things out like so:
Level
|
Feature
|
4
|
Feat/Ability Upgrade
|
5
|
2 Class Features
|
6
|
Path Feature, Class Feature
|
7
|
Class Feature
|
8
|
Class Feature
|
9
|
Feat/Ability Upgrade
|
10
|
Path Feature, Class Feature
|
11
|
Class Feature
|
12
|
2 Class Features
|
13
|
Feat/Ability
|
14
|
Path Feature, Class Feature
|
15
|
Class Feature
|
16
|
2 Class Features
|
17
|
Path Feature, Class Feature
|
18
|
Feat/Ability
|
19
|
Class Feature
|
20
|
Lv 20 Path Benefit
|
If you don’t
want to make choices, take the Class and Path Features in order – giving you
basically the current progression.
The Class
Feature List would look like this. You could take each option once.
Brutal
Critical
Fast
Movement
+1 Attack
Bonus
1 Extra Rage
Feral
Reflexes
Two Attacks
+1 Attack
Bonus, +1 Rage Damage
Relentless
Rage
Furious
Resilience
1 Extra Rage
+1 Attack
Bonus
1 Extra Rage
Simmering
Rage
Incite Rage
1 Extra Rage,
+1 Rage Damage
Primal Might
Death-Defying
Rage
Realistically,
I’d add about 5 more features so that nobody could ever get all of them. Scarcity is interesting. Keep the number of rages and +1 attack bonus' limited, though. I'm OK with players getting those lower on the level scale if it means they are sacrificing other benefits to get them, but adding more of them means that you are potentially messing with the "bounded accuracy" business.
Another
benefit to this structure is that it makes it really easy to expand on the
class. Paths are self-contained, so they
are simple to build and add, and adding class features is also relatively easy,
although you want to go carefully there – too many and we’re right back in 3e
country.
But notice –
no feat chains. No stat or level
pre-reqs. So if I want an accurate
rager, I can spend my early features on extra rages and hit bonuses. I haven’t really added anything to the class
structure, just formalized what it is already doing and added choices, albeit
bounded ones, at each level.
You could also turn this into a d20 chart pretty easily, if you wanted to do random-feature advancement. I know some people like that.
Anywhoo, that's how I'd do this. Same pieces, organized differently, with a default progression for those who want a simpler system.
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