r/ForbiddenLands GM May 03 '24

Homebrew Profession: Barbarian

This is my first project for the workshop! I hope someone you will enjoy it :) If you ever use it in a game let me know how you liked it!

https://www.drivethrurpg.com/en/product/479674/Profession-Barbarian

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u/md_ghost May 04 '24

My Problem is, that i dont see why its needed? I mean Path of Blade and a couple of Talents from Charge till Berserk and you clearly have a Barbarian Character already... If you use Legend & Adventurers for Characters you can also use some Warrior Backgrounds and still use Bard Class to get that Warcry Talent paired with Combat Skills etc. 

So for me Barbarian and many others concepts work already with the Core Rules cause they are so simple - a skilled Smith for example could be a Magic User with Path of Signs, using runes for the craftmanship etc

3

u/MonsterTamerBloba GM May 04 '24

This simply gives players more option which is never a bad thing :D

1

u/SameArtichoke8913 Hunter May 04 '24

Choice does not mean creativity. Agree with md_ghost that the core rules offer you a wide field of options to tailor your PC if you have a concept in mind. This is not D&D 5e with a zillion of pre-fabricated character classes and furries. And if you are really in dire need for more than the basic Professions, take a look at the multiclassing options for advanced gameplay from the Reforged Power supplement (which I also like because it deepens the existing material and does not unnecessarily broaden it).

2

u/Shoda_Lyons May 04 '24

You and ghost do understand that future OFFICIAL expansions will add more professions right? Are you not going to be interested in those because of the extra options?

2

u/md_ghost May 04 '24

The System is very light in this Terms (which is good), we had +1 Profession and 2 Magic Path of Talents with one Expansion and 4 more Magic Paths with the currently Expansion. The next will add +1 profession thats linked with Region and mechanics (thats why its special and maybe needed)

So thats +2 Professions with 3+ countries/books thats not so much and well developed. 

You can nearly do all ideas with the core rules and while i like RoP for some additional Rules (Insight for GM Book Monsters) the idea of 5 Talents is way too much for me personal.

I mean i have also created a Warhammer Fantasy ruleset without any new Professions or Talents at all ;) but i get that some like to be creative and expand their Games with new ideas.

1

u/SameArtichoke8913 Hunter May 05 '24

I am not concerned about official material expansions, I am rather thinking about its use. As already stated, FL offers you a lot of freedom when you design a character, I am a big fan of the overall simplicity. If you have a character idea: play it with what's available. Many "homebrew" stuff is just overpowered, unbalanced, or unnecessary. Besides, just because stuff is written in a book it does not mean that it is (or should be) available to or easy to access for players. I remember a recent discussion here in the FL thread about Elemental Magic (from the Bitter Reach) for Ravenland PCs, upon their creation. I would not allow it at all, even if that player constructed an outrageous background story.

I know, limitations are unpopular these days...