Preface,
This will be my formal design opinion of how barbarians need to be revitalized to stand toe-to-toe as a credible melee/mundane option for players. Because right now, it is outmatched in every single "category" of mechanics, besides flat HP totals and (maybe) Damage Reduction. You can debate how important - or fun - the former is.Mithreas said,
I won't deny that barbarians could use some love.
That said, barbarians vs fighters is strength and toughness vs skill. So AB and AC (hitting and not being hit) are fighter competencies, while barbarians focus on doing a lot of damage when they hit and being able to take hits . I'm not going to give barbarians AB boosts, therefore.
Switching the CON bonus to temp HP is probably a good call, though. If I ever make regeneration an option on the server (it's not currently for lag related reasons, but we may have more freedom there now) then barbarians are the class that would get it.
This is the current Arelith barbarian. Only Arelith-alteration is the Tribesmen path, but I won't go there.
I ranted about "dead levels" in another thread, so I won't go full-blown here, but my main gripe with the way barbarian is set up, specifically its level 2 to 11 range; wherein it does not get anything new and has extremely uninteresting scale, and out of those 9 levels, there are 4 dead levels.
In sticking with how Mithreas has hinted at how barbarians should work, I'll try to keep a balance between roleplay/mechanics, but largely this mechanics focused.
1. Remove lawful alignment restriction
I won't give you my five paragraph rant about the innate colonial undertones of the entire existence of the class, but I will point out this-
This is from the NWN wiki, and since this is NWN, I do not find any particular phrase or sentence that would strictly, absolutely outright ban the lawful alignment.Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks.
I think allowing lawful barbarians would not only increase diversity of players options, it will make the barbarian likely more common, and increase the way you can insert barbarian roleplay into other categories of roleplay. And in no way, shape or form, will this be as unbalancing as making the bard lawful. No way.
2. Free Feats
I mentioned this in another thread, but I'd give Barbarians the Toughness feat for free. Somewhere between levels 2 and 11. I would also give them Epic Toughness at level 21. If barbarians are about "taking hits", there needs to be more evidence for this than a d12 hit die.
If barbarians have a "sixth sense", I don't think uncanny dodge is enough. I'd give them Dodge, and even Mobility, for free also.
3. Class abilities, sooner and more
Rage progression is lackluster in comparison to another comparable melee build that relies on activated abilities - paladin. Paladins' Divine Might/Shield scales off of CHA modifier, and at a significant rate of 3 + CHA modifier per day.
Barbarians get +1x per every 4 levels (disclaimer: this is awful). So, either give barbarians some sort of usage of Rage that's based off of their CON stat, or increasing the usage of Rage scaling (to something like +1x per 2 levels).
In addition, damage reduction is great. Defining thing of a barbarian. But you don't get it until level 11, and even then, a DR of 1/- when equivalent builds are unlocking potentially 5 attacks per round, is extremely lackluster.
So, either bring damage reduction down to somewhere in that level 2 to 11 range, or, start us off at DR 2/-, or even higher.
4. Something new, something "more" than just rage
Redesigning how Rage works has been done to death, and I don't have any new suggestions for it. I think, however, barbarians need to have a new defining ability that makes them stand a part from fighter.
In lieu of the new fighter mechanics, I think it would be easier to capitalize on Mithreas "take more hits" than "do more damage."
Thus, either give barbarians some form of regeneration, or, have scaling elemental/physical damage immunities.
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I apologize for this not being "roleplay based" but I think the barbarian has as many interpretations of how to be played as a fighter does. Thus, I'd find it difficult to make a roleplay argument that doesn't have any sort of universality to it.