| Post/Author/DateTime | Post |
|---|---|
| #1SYBSep 01, 2008 10:15:07 | PEACH Please! I really wish I could add that to the title. As of the posting date for this, the D&D 4e Barbarian class will be debuted as a playtest within the next month and released officially in PHB II in less than a year. As such, this writeup is mostly a thought experiment on how a barbarian could be made. Feel free to look at it, comment on it (politely), critique it (politely), use it, or wonder why I wasted my time. The following is my design theory. If you are interested, open it and read. If you just want to see the crunch, check out the following few posts. Design Explanation First, let me explain my thought process in making the Barbarian. In previous editions the barbarian was known for dealing massive damage and absorbing massive damage. Given that it dealt massive damage, I felt the striker role was the natural role. Yes, it could absorb massive damage, but the defender role is about mitigating damage to your allies and deflecting damage from yourself. Barbarians do neither. I wanted to keep the flavor of earlier barbarians by giving it high hit points (in this case, defender level hit points and healing surges). This created a dilemma. High hit points could unbalance it compared to other strikers. So, in return for high hit points, I made it very susceptible to getting hit. Now it can soak up a lot of damage, but gets hit more consistently than other strikers (balance maintained). Basically all classes have three key stats and Strength and Constitution were clearly two of the three for the barbarian. I didn't want the third to be Dexterity, because that would give it a good AC. So, I considered the flavor of the barbarian and made it Charisma. This allowed me to add a whole suite of fear effects that seemed in line with barbarian flavor. It also allowed me to make the Prey/Roar ability, giving the barbarian a standard striker damage boost (in a way that was different from all previous strikers). I used a simple rage mechanic that activated when bloodied and then worked on the flavor of powers. The design decisions came down to a few things. I saw barbarians as likely being two handed weapon users (they can't use shields), but I also could see them using thrown weapons. Therefore, at every new power level, at least one power works with thrown weapons and barbarians use thrown military weapons better than other classes. I wanted the barbarian player to be able to consistently take advantage of either his Constitution or Charisma modifier (or both), so a number of abilities exist throughout that allow that. Finally, I considered the design philosophy of barbarian attacks. Two concepts appear throughout the attacks. The first concept is one of attack mitigation. The target(s) of an attack from a barbarian are often limited in their ability to counterattack. This helps make up a little for the fact that the barbarian has a low AC and that the barbarian has low maneuverability. Second, the barbarian often makes risky attacks in return for higher damage than normal. This shows up in charge powers, attacks that give enemies combat advantage or a similar edge against the barbarian, and dailies that do not have a miss or effect line. When it came to healing, I didn't want the barbarian to heal easily. First, this would make the rage ability less powerful (you need to be bloodied to rage) and second, it would be unbalanced compared to other strikers. Instead, I included abilities that improve the barbarian's use of second wind (dwarves make amazing barbarians), that gave temporary hit points, or that gave damage reduction (a barbarian staple from 3e). The final product is a striker that deals very high damage and takes very high damage. It is very strong at alpha strikes, but can easily risk getting into dangerous situations that it can't get out of alone. |
| #2SYBSep 01, 2008 10:15:41 | Barbarian Class Features Role: Striker Power Source: Primal Key Abilities: Strength, Constitution, Charisma Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, military melee Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 15 + Constitution Score Hit Points per Level Gained: 6 Healing Surges per Day: 10 + Constitution modifier Trained Skills: From the class skills list below, choose three trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Intimidate (Cha), Perception (Wis), Nature (Wis) Barbarian Class Features Overwhelming Attack: You gain a +1 bonus to attack rolls with all weapons when attacking an enemy that is not adjacent to another enemy. When you wield a military melee weapon as a thrown weapon, your weapon damage die increases by one size. Rage: Choose one of the following options: Bloody Rage or Invincible Rage. Bloody Rage: Whenever you are bloodied, you gain a bonus to weapon damage rolls equal to your Constitution modifier. Invincible Rage: Once per encounter, while bloodied, as a free action, you can gain temporary hit points equal to your healing surge value + Constitution modifier. Prey: Once per encounter, as a minor action, you can make a Roar attack. Roar With a terrible roar, you show your foes who is king of beasts. Encounter * Primal, Fear Minor Action Close burst 5 Special: You may make this attack as a free action, rather than a minor action, after making a charge attack. Target: All enemies in burst Attack: Charisma + 2 vs. Will Hit: Target is designated as prey until the end of the encounter. Miss: Target takes a -1 penalty to all defenses until end of your next turn. Special: Increase attack bonus to + 4 at 11th level and + 6 at 21st level. Once per round, when you hit with an attack that deals damage, you may deal an additional +2d6 damage to any target hit that is designated as prey. This damage bonus increases to +3d6 at 11th level and +5d6 at 21st level. -SYB |
| #3SYBSep 01, 2008 10:16:15 | At Wills Terrifying Strike Your terrifying roar keeps your foe at bay. At-Will * Primal, Weapon, Fear Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] and target takes a penalty equal to your Charisma modifier on attack rolls against you until the beginning of your next turn. Increase damage to 2[W] at 21st level. Brutal Assault Frustrated with the intricacies of thrusts and parries, you use brute force to power through your foes defenses. At-Will * Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a thrown weapon to use this as a ranged attack. Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Unstoppable Blow Your full body strike drives your opponent back. At-Will * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and you push the target a number of squares equal to your Constitution modifier. Increase damage to 2[W] + Strength modifier at 21st level. Reckless Attack You drop your guard in order to strike unerringly. At-Will * Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a thrown weapon to use this as a ranged attack. Target: One creature Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier damage and you grant combat advantage to your target until the beginning of your next turn. Increase damage to 2[W] + Strength modifier at 21st level. |
| #4SYBSep 01, 2008 10:16:54 | Encounter 13 Driving Assault With reckless disregard to your defenses, you charge headlong into your opponent, delivering a crushing blow. Encounter * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Special: You must charge as part of this attack. Hit: 3[W] + Strength modifier + Constitution modifier damage and you grant combat advantage to all adjacent enemies until the beginning of your next turn. Attack the Open Wound With unerring aim, you hurl your weapon into your opponent and then follow up with two more powerful attacks that drive your initial weapon deeper with each toss. Encounter * Primal, Weapon Standard Action Ranged weapon Requirement: Must be wielding a thrown weapon. Target: One creature Attack: Strength vs. AC, three attacks Hit: 1[W] + Strength modifier damage. If two attacks hit, the target also takes 5 ongoing damage (save ends). If all three attacks hit, the target takes 10 ongoing damage (save ends). Psychotic Assault You hack and slash with such an unreasoning frenzy that nearby foes carefully slip away from you. As your mutilated victim falls to the ground, your foes reconsider their zeal to fight such a beastly warrior. Encounter * Primal, Weapon, Fear Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and all enemies adjacent to target shift a number of squares equal to your Charisma modifier away from you. The fleeing targets will avoid unsafe squares and difficult terrain, if possible. Special: If this attack reduces the target to 0 hp, all enemies that can see you take a penalty on attack rolls against you equal to your Charisma modifier until the beginning of your next turn. Strike the Vulnerable You take advantage of your enemy’s focus on blocking your ally’s attack and deliver an unexpected blow to his weak side. Encounter * Primal, Weapon Immediate Reaction Melee weapon Trigger: An ally misses an adjacent creature with a melee attack Target: Creature that the attack missed Attack: Strength + 4 vs. AC Hit: 3[W] + Strength modifier damage. |
| #5SYBSep 01, 2008 10:17:30 | Utility 22 Scent of Prey You can smell fear and you like it. Daily * Primal Minor Action Personal Effect: Until the end of the encounter, you ignore concealment, superior concealment and invisibility of all creatures that are your prey. Boundless Energy While others are taking your second wind, you are working on your fifth wind. Daily * Primal Minor Action Personal Effect: Until the end of this encounter you are not limited to using the second wind action once per encounter. You may only use a second wind once per round, though. Burning Blood Your blood sizzles and pops, searing enemies that get too close. Daily * Primal, Stance Minor Action Personal Effect: Whenever you take damage from an attack, all adjacent enemies take damage equal to your Constitution modifier. Fearless Fear is an emotion for lesser men. You have no time for such a weakness. Encounter * Primal Immediate Interrupt Personal Trigger: You are hit by an attack with the fear keyword Effect: You gain a bonus to the defense attacked equal to 2 + your Charisma modifier until the beginning of your next turn. If the triggering attack misses, you gain a bonus equal to your Charisma modifier on all attack rolls against the creature that attacked you until the end of your next turn. |
| #6SYBSep 01, 2008 10:18:26 | Paragon Paths Frenzied Berserker Berserker’s Action (11th level): When you spend an action point to take an extra action, you may make a basic attack as a free action. Frenzied Focus (11th level): You gain a +1 attack bonus with all weapons that have the High crit property. Frenzy (16th level): While you are bloodied, increase the damage you deal when using a weapon by a number equal to your Strength modifier (minimum +1). Bloodlust Assault Frenzied Berserker Attack 11 Your lust for blood overwhelms you and you overexert yourself in an effort to kill your foe instantly. Encounter * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Special: You may choose to roll two dice and choose the better result on this attack. If you do and you do not score a critical hit, you take 1d10 psychic damage and are dazed until the end of your next turn. Hit: 3[W] + Strength modifier damage. Slay the Weak Frenzied Berserker Utility 12 The smell of blood drives you to a killing frenzy. Daily * Primal Minor Action Personal Effect: Until the end of the encounter, you score a critical hit on a roll of 18-20 against bloodied creatures. Unleashing the Frenzy Frenzied Berserker Attack 20 You focus your rage into a destructive blow that is easy for your foe to avoid the full blow. Woe be the foe who fails to move quickly enough. Daily * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and if this attack did not score a critical hit, it is not expended. This attack may not be used again this encounter. Special: If this attack scores a critical hit, it deals an additional + 5[W] damage. This damage is maximized. |
| #7SYBSep 01, 2008 13:31:55 | Discussion points Cloth Armor and No Shield This was primarily a balance decision. With even Leather Armor proficiency, the barbarian is just one feat away from Chain and just about every barbarian will easily qualify for all armor and shield feats. Though, there are flavor reasons, too. Conan, for example, strode around in just a loincloth. Damage Output is Too High I expect a barbarian will take about 25-50% more damage than another melee striker would in the same situations. Even with 20% more hit points than the standard striker, this means the barbarian will fall more quickly, thus the barbarian needs to output damage more quickly. Also, most of the powers that are beyond the damage curve for their level have drawbacks. Too Many Hit Points/Acts Like a Defender As I said above, I expect those hit points to deplete fast. Conceivably, a barbarian could spend six feats to be proficient in Plate Armor and a Heavy Shield. I am reasonably certain that the barbarians ability to be a striker will suffer severely if he does that, so the balance of roles should be maintained. Power Names/Descriptions are Lame Nobody is perfect. If you can think of something better, please let me know. Second Wind Powers This decision was primarily a balance decision. Strikers, in general have very few powers that allow for healing. But, for both balance and flavor, it was pretty clear barbarians would need extra health and sticking it entirely on the healer would not make for a good class. Temporary hit points made a lot of sense and the class has a few powers that do that (and a class feature). But, it still needed a heal option. Rather than add a heal option, I just made power that improved on the one that already existed. Again, Conan comes to mind. In many battles, he would get beat up, then take a deep breath, gather his strength and come back like he was uninjured. These are the main contentious points that come to mind, but I am sure others might appear. If you have an opinion, feel free to express it. I am open minded and changes just require a little typing. -SYB |
| #8SYBSep 03, 2008 17:39:27 | I was hoping that by this point the barbarian playtest would be out. That way I could compare and contrast and see how WotC thinks compared with how I think. -SYB |
| #9pigknightSep 03, 2008 22:47:48 | If you want to compare to another barbarian class check out mine. It's in my sig if you can't find it. |
| #10SYBSep 10, 2008 9:27:29 | Yay! They officially announced the barbarian playtest. Now I only have to wait a month to compare my concept with the real deal. -SYB |