(White Dwarf #4 for OD&D and #12 for AD&D)
Early White Dwarf predates AD&D's launch, with issues around #10 tracking its emergence. The ideas at this time feel fresh and exciting. Thanks to Attronarch who pointed out the class is compiled here.
What does the Barbarian get?
- HP: d8+1, solid for a fighter class.
- Cleric saves (at 4 levels higher): Technically it only bumps the cleric save up a bracket but feels overpowered, giving barbarians the best saves in the game.
- Fast leveling: hits level 2 at 1,500 XP. This feels like a fair correction to the fighter’s slow progression and the cleric’s arguable over-generous XP table.
- Catch missiles: Flavor. At level 1 with 18 DEX, the chance is only 30%.
- Thief and Ranger skills: a worse chance to hide in shadows than a thief wont see it used much, climb sheer surfaces at about 80% is more impactful while ranger tracking can be fantastic or irrelevant depending on the DM.
- Sense danger: Starts at a 1-in-6 chance. Feels borderline overpowered, though it's in the the same ballpark as a paladin's detect evil. Requiring concentration could keep it in check.
- First-Attack Ferocity: The signature ability. The barbarian gets an 'alpha' strike once per combat and always on their first attack only. At level 1 it most likely means a +1 to hit and x2 damage. First-Attack Ferocity scales as they level. I looks fun though I would need to see it in play.
The Downside
- Poor armor. Levels 1–5: No armor, shields only. This gradually improves, capping at chainmail by level 11.
- +1 AC from reflexes offers little consolation—they’ll still be easy to hit.
Why add the class?
The Barbarian fills a niche in AD&D as a Conan-style, lightly armored fighter. I think there's some great ideas in here and would be happy to give the class a go.
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