I decided to make a separate thread due to the other one being cluttered with a bunch of ranting at what people perceived as barbarians being granted a significant power-boost.
For clarification:
QuoteOriginally Posted by Gippy (http://www.escapefromundeath.com/forums/images/another/buttons/viewpost.gif) (//%22http://www.escapefromundeath.com/forums/showthread.php?p=274034#post274034%22)
So far I don't think people get this -
Rangers and barbarians each have bonuses, similar to what other classes got via perks, but just one set of them. What I am proposing and asking for ideas for -- is additional perk paths of similar power to ranger and barbarian current bonuses.
The classic bonuses would remain as a perk path. There would simply be other flavorful choices.
So this thread will be used to contribute suggestions to Gippy's idea of making "alternative path" perks for these two base classes in order to open wider ranges of character concepts that would allow more creativity and decrease the amount of manual DM intervention needed to see more creative concepts flourish.
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I'm going to put forth some general archetypes for the Barbarian class that I hope can be used to help refine the choices the Developers of EFU make in determining the different perk paths. Because the Barbarian class is the most culture associated class, most of my archetypes pertain to a general structure of a society, culture, or ethnicity. Though ideological paths and one situational path will be listed as well.
Note: I won't bother suggesting any mechanical benefits because I feel that is the place of the developers.
Cultural
The Tribal
You were born to a primeval tribal society where tradition and collective identity were considered highly important. Like your fellow barbarians, you were not taught to fight with theoretical rhetoric as much as using your bare instinct to see your foes vanquished.
The Raider
As a Raider you are a member of a more advanced primal society who depends on raiding other peoples, pillaging their goods for your survival. Might makes right, and is the only true principal that will see you and your family's bellies fed. If you cannot provide, you are nothing more than a burden.
The Nomad
A Nomad comes from a culture that is always on the move in order to survive under harsh conditions and duress. Survival is what's most important to you and yours. Somehow the Nomad always manages to prevail against the peril they're up against, usually due to their flighty nature.
The Berserker
Some societies have a special caste that are thought to be blessed with sudden waves of inspiration that can pertain to poetry, skaldry, or in this case a whirlwind of angst fueled death.
Ideological
The Ravager
You have an insatiable blood lust. Whether it be for battle or mindless slaughter, you are content on seeing the world burn in a fury of entropy and death. Often using weapons and methods that capitalize heavily on the impact and kill, you are often seen as a ravaging murder machine.
The Primalist
Not all those of barbaric nature come from an inherently savage culture. These barbarians are the members of any of a refined society and who have abandoned all method and technique, instead relying on their primal instincts to see battle through. Whether a careless Bravo or a drunken bladesmen, or simply someone who wishes to become more true to their inherit nature - these men and women are often seen as the loose cannons of a civilized society.
Situational
The Doomed
These few are those who are afflicted by curses, societal hate, or exclusion. Their poor circumstances have lead them to fight with careless abandon and their lack of luck seems almost contagious to their unfortunate foes.
I found this to be relatively unproductive and I don't agree that we need a new thread. That's all I'll say on the matter.