Barbarians in game?

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Terageld
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Barbarians in game?

Post by Terageld » Sat Jan 31, 2015 12:08 am

We really should have these guys in game... Look at them. They're so cool. When I play D&D, I'm always one of the big, hairy, axe-swinging dudes. I was a little disappointed when I found the barbarians are not in FK.
Without the barbarian class, the standard fighter always falls short of the clerics, who can cast spells as well as wield oversized weapons. But as a barbarian, I can activate my super pump-up music raging bloodlust death rampage and actually stand a chance against those who use magic. What do you guys think?
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Re: Barbarians in game?

Post by Yemin » Sat Jan 31, 2015 1:07 am

I have seen a couple of NPCs go into a barbarian rage but I never understood how you got that on a PC.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Barbarians in game?

Post by Harroghty » Sat Jan 31, 2015 2:05 pm

There was once some discussion of introducing barbarian as a class, but it never went anywhere.

I believe that a fighter in FK is very 2E in theory because a fighter can, through the use of skills and feats, become almost any flavor of fighter desired. There have been some successful barbarian-type fighter PCs in FK (e.g. Hrosskell - now deceased); they did not have a rage daily ability, but they wore little armor and used two-handed weapons.
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Re: Barbarians in game?

Post by Yemin » Sat Jan 31, 2015 6:44 pm

Apart from barbarians, Would it be possible for natural attacks to be affected by the second, third atack and so on feats so monks are a viable fighter variation?
technically I can fit him out with light armor and nunchuks as much as I like but it isn't the same in feeling noses and rib cages crack under your own palm strikes.I've been pondering how i'd go about making a monk type of fighter without using
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Barbarians in game?

Post by Ungtar » Sat Jan 31, 2015 7:38 pm

Yemin wrote:Apart from barbarians, Would it be possible for natural attacks to be affected by the second, third atack and so on feats so monks are a viable fighter variation?
technically I can fit him out with light armor and nunchuks as much as I like but it isn't the same in feeling noses and rib cages crack under your own palm strikes.I've been pondering how i'd go about making a monk type of fighter without using
I tried it and failed pretty miserably. If you can make it work then I'd love to hear how you did it.

The lack of any non-gear defense was what really dragged me down.

An option might be going ranger with a high dex and cats grace, but even that's only going to do so much for you.
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Re: Barbarians in game?

Post by Terageld » Sat Jan 31, 2015 10:28 pm

Master Harroghty, do you think that the daily rage ability can be added into the game?
I think that fighters are the most flavorful class as one can create so many cool variations: monk (Shaolin spade, bare hands), pirate (cutlass, light crossbow), knight (heavy armor, gleaming longsword), barbarian (huge axes, light armor), hoplite (bronze spear, round shields, olive oil), etc. The potential for diversity is endless. Sadly, the monk does not have the rib-cracking Buddha Palm attack, the pirate does not have battles taking place in ships, the knight cannot raise the moral of his comrades with a battle cry, the barbarian cannot go into a blind rage, and the hoplite can't find 299 other hoplites to band together and kill Persians in slow motion.
Last edited by Terageld on Sun Feb 01, 2015 2:26 am, edited 1 time in total.
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Re: Barbarians in game?

Post by Gwain » Sat Jan 31, 2015 10:34 pm

Knights or paladins already exist as a class option in game for fighters.
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Re: Barbarians in game?

Post by Yemin » Sun Feb 01, 2015 1:23 am

Since we're kinda viering into fighter flavors, has anyone had much xperience with mounted?
Its not really my thing the same way ranger's aren't really my thing but I'm pretty interested in hearing from a player who has a fighter who prefers / uses mounted combat more than not.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Barbarians in game?

Post by Terageld » Sun Feb 01, 2015 2:25 am

Yemin wrote:Since we're kinda viering into fighter flavors, has anyone had much xperience with mounted?
Its not really my thing the same way ranger's aren't really my thing but I'm pretty interested in hearing from a player who has a fighter who prefers / uses mounted combat more than not.
I like mounted combat a lot. The problem with that is a bunch of enemies can gang up on your horse. And I have a Cormyrian destrier, which is like the Porsche sports car of Faerûn. I usually lie on the ground and cry when my horse gets injured.
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Re: Barbarians in game?

Post by Alitar » Sun Feb 01, 2015 2:26 am

Mounted works. Don't expect the mount to do your job of beating the enemy for you though.
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Re: Barbarians in game?

Post by Harroghty » Sun Feb 01, 2015 2:46 am

Most of the old kits from The Complete Fighter's Handbook are viable with the exception of the Swashbuckler and the Pirate/Outlaw. Those would work best, I think, for a bard maybe, but a fighter in this game seems to be best dealing a lot of damage or withstanding a lot of damage.

Terageld, the best option is to add soft code (area code) things that bolster those various personas. I am personally partial to the knight or to the aristocratic fighter and those are fairly well covered; there is room to add other stuff, but it requires someone capable and willing to do so.
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Re: Barbarians in game?

Post by Ungtar » Sun Feb 01, 2015 4:25 am

Terageld wrote:
Yemin wrote:Since we're kinda viering into fighter flavors, has anyone had much xperience with mounted?
Its not really my thing the same way ranger's aren't really my thing but I'm pretty interested in hearing from a player who has a fighter who prefers / uses mounted combat more than not.
I like mounted combat a lot. The problem with that is a bunch of enemies can gang up on your horse. And I have a Cormyrian destrier, which is like the Porsche sports car of Faerûn. I usually lie on the ground and cry when my horse gets injured.
I feel the same way when I have had to take a three-legged mount back to Waterdeep to get it healed. :(

I just don't think there's a lot of areas built for mounted combat. Certainly not a lot of open country low level areas. I can't imagine what the RP police would say if I tried to ride a horse into Howling Peak to practice some mounted combat.

I like mounted combat too, but more in a Longsaddle cowboy way than a knightish way.
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Re: Barbarians in game?

Post by Yemin » Sun Feb 01, 2015 3:04 pm

So talking about fighter flavors and this reminds me to ask. Does anyone know if combat maneuvers apart from disarm were ever going to be added into the game at any point?

The desc of earth reaver says people are knocked prone if their save is made but doesn't seem to have any actual effect when its been used against me.

We already have shove which isn't really a replacement for bullrush but I'd be more interested in being able to grapple and trip.

And in turn having to work out some defence against an ogre grappling and pinning me while its buddies pounded me to death.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Barbarians in game?

Post by Terageld » Sun Feb 01, 2015 3:20 pm

Harroghty wrote:Most of the old kits from The Complete Fighter's Handbook are viable with the exception of the Swashbuckler and the Pirate/Outlaw. Those would work best, I think, for a bard maybe, but a fighter in this game seems to be best dealing a lot of damage or withstanding a lot of damage.

Terageld, the best option is to add soft code (area code) things that bolster those various personas. I am personally partial to the knight or to the aristocratic fighter and those are fairly well covered; there is room to add other stuff, but it requires someone capable and willing to do so.
Monks would be cool to have in the game. I kinda have an idea of a monastery that teaches arts like the Way of the Open Hand. However, the monastery has to follow a god, right? Which Forgotten Realms god most resembles the Buddha?
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Re: Barbarians in game?

Post by Ungtar » Sun Feb 01, 2015 5:06 pm

Terageld wrote: Monks would be cool to have in the game. I kinda have an idea of a monastery that teaches arts like the Way of the Open Hand. However, the monastery has to follow a god, right? Which Forgotten Realms god most resembles the Buddha?
Almost all of the theologies have some sort of warrior-monk/warrior priest order. However if you want to go with the ascetic nature of a monk, then it's heavily slanted towards Ilmater.
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Re: Barbarians in game?

Post by Terageld » Sun Feb 01, 2015 6:05 pm

Ungtar wrote:
Terageld wrote: Monks would be cool to have in the game. I kinda have an idea of a monastery that teaches arts like the Way of the Open Hand. However, the monastery has to follow a god, right? Which Forgotten Realms god most resembles the Buddha?
Almost all of the theologies have some sort of warrior-monk/warrior priest order. However if you want to go with the ascetic nature of a monk, then it's heavily slanted towards Ilmater.
Ilmater? But he's so peaceful and loving... He's like my dad. And isn't St. Ramedar's Clubhouse already a monastery? Rethinking this, I think that the game needs more of a barbarian aspect. Master Harroghty, should we build some tribes of barbarians in the north?
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Re: Barbarians in game?

Post by Harroghty » Sun Feb 01, 2015 6:25 pm

The two most mentioned groups of monks of which I am aware are those of Kara-Tur (see the Shou Disciple prestige class in the Unapproachable East source book) and those fighting monks of the Triad (something like the Sacred Fist prestige class from Defenders of the Faith).

There are many options that might interest a builder, but understand that those kinds of projects will require some experience and effort. The one guild that I have done (the Halls of Justice), for example, was the most involved project that I have ever done.

There are plenty of areas for mounted combat, by the way. In fact, there are a couple with monsters on par with Howling Peak. Just off the top of my head I can think of monsters covering the 10-35 PC level range, and those are not obscure ones, but rather those people often use already.
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Re: Barbarians in game?

Post by Ungtar » Mon Feb 02, 2015 4:14 pm

Terageld wrote: Ilmater? But he's so peaceful and loving... He's like my dad.
Heh. Ilmater may be peaceful and loving, but his human church isn't so much. Not only do they have a handful of martial orders for paladins, but they also have a couple for monks who have their own fighting skills. There's one order (can't recall the name) that is basically a wandering group of drunken brawlers. There are some in the church who, like our own wonderful Father Dolifer, want to help others and reduce suffering. But there are plenty who take a very proactive stance towards the causes of that suffering.
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Re: Barbarians in game?

Post by Yemin » Tue Feb 03, 2015 3:40 pm

I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Barbarians in game?

Post by Duranamir » Wed Feb 04, 2015 12:33 pm

Not all monks need to be goodies....

Try looking up the "Order of the dark moon", a group i personally would not want to cross

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