primeval instincts question
- zarathustra
- Red Cap
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primeval instincts question
How often can a barbarians primeval instincts ability be used?
- Go0gleplex
- Greater Lore Drake
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Re: primeval instincts question
Read as written, it doesn't appear to have a use limit, merely conditional requirements.
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"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
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- zarathustra
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Re: primeval instincts question
I see.
I am assuming it cannot be used to alter to hit or damage rolls.
Would it apply to saving throws? Or just siege checks?
A player of mine will be running a barbarian so I took a closer look and I want to be on solid ground when ruling this ability. Depending on how you read it, it could come across as "a +4 to everything I decide to do impulsively or if I might die".
I am assuming it cannot be used to alter to hit or damage rolls.
Would it apply to saving throws? Or just siege checks?
A player of mine will be running a barbarian so I took a closer look and I want to be on solid ground when ruling this ability. Depending on how you read it, it could come across as "a +4 to everything I decide to do impulsively or if I might die".
Re: primeval instincts question
I had a Barbarian in my last campaign.zarathustra wrote:I see.
I am assuming it cannot be used to alter to hit or damage rolls.
Would it apply to saving throws? Or just siege checks?
A player of mine will be running a barbarian so I took a closer look and I want to be on solid ground when ruling this ability. Depending on how you read it, it could come across as "a +4 to everything I decide to do impulsively or if I might die".
Only on physical attribute checks, so no hit / damage rolls, and I played it only Siege checks. At its core, its supposed to be an ability to tap into that primeval spot that Barbarians have to move a great weight or run across a fallen tree over a gap at top speed. Remember, even the slight equivocation on the part of the player negates it. Normally, players are to scared to just say, "Screw it, I'm going in!" It actually came up only a few times in our game, and it seemed to 'fit' each time it did.
Re: primeval instincts question
If the barbarian is placed into a situation where they need to use this ability often, it is time to start questioning more than the ability. Heh.
Seriously, though, I would tend to place it somewhere in the 1 per level, +1 per 3 levels area, if I felt it needed a "cap." Similarly, I do the same for the intimidate ability which I find is quite easily abused and extremely powerful.
Seriously, though, I would tend to place it somewhere in the 1 per level, +1 per 3 levels area, if I felt it needed a "cap." Similarly, I do the same for the intimidate ability which I find is quite easily abused and extremely powerful.
- Troll Lord
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Re: primeval instincts question
There is no strict limit on it, house rules like Serls work fine, but the conditional situations are what governs it. If the game requires lots of checks I would start tracking their con and wearing them down.zarathustra wrote:How often can a barbarians primeval instincts ability be used?
This ability is a very 'role playing' oriented.
Steve
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Steve Chenault, President & CEO of Chenault & Gray Publishing, Troll Lord Games
He Who Sits on the Elephants Back
The Troll Lord
Steve Chenault, President & CEO of Chenault & Gray Publishing, Troll Lord Games
- zarathustra
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Re: primeval instincts question
Ok, that clears it up. thanksAGNKim wrote:I had a Barbarian in my last campaign.zarathustra wrote:I see.
I am assuming it cannot be used to alter to hit or damage rolls.
Would it apply to saving throws? Or just siege checks?
A player of mine will be running a barbarian so I took a closer look and I want to be on solid ground when ruling this ability. Depending on how you read it, it could come across as "a +4 to everything I decide to do impulsively or if I might die".
Only on physical attribute checks, so no hit / damage rolls, and I played it only Siege checks. At its core, its supposed to be an ability to tap into that primeval spot that Barbarians have to move a great weight or run across a fallen tree over a gap at top speed. Remember, even the slight equivocation on the part of the player negates it. Normally, players are to scared to just say, "Screw it, I'm going in!" It actually came up only a few times in our game, and it seemed to 'fit' each time it did.