Originally Posted by Niara
As with many things, the 5e ruleset and design philosophy has been a lot more open to player interpretation of how things might be, and avoiding of hard-locked stereotypes. Barbarians aren't just "I are big dumb hulk I smash rargh!" They can be, certainly, but they aren't necessarily that one single dull and over-used trope any more. They can be different. Similarly, your Rage as a barbarian can express itself in many different ways, and take many different forms; not everyone gets angry the same way, and not everyone channels primal forces the same way... and surely enough, not everyone channels primal forces by getting angry in the same way!

If you want to follow the traditional dumb-hammer stereotype, the Berserker primal path (subtype for barbarians) mostly fits to that old ideal, but there are more than half a dozen other primal paths to choose from that all flavour and shape your barbarian and their rage in different ways.

It seems strange that you'd suggest that on-going pain isn't enough to infuriate people and keep them mad - because it categorically is ^.^ Quite literally, causing pain to creatures to infuriate them and lose their sense of tactics in favour of raw fury is an exceedingly common tactic, because it's very effective.

A lot of the design philosophy is about giving players more flexibility in the kinds of characters they want to create, without rail-roading them into the more traditional stereotypes of those classes - you can still follow those stereotypes, if that suites the character you want to make, but it's not forced on you.

-- I didn't suggest it change. I merely gave my opinion of how I think i should work according to how our TT sassions been played. When I look at 5th description it is as you say and that is a big difference from earlier rules. It says nothing about getting fatigued when your Rage ends and that was a thing before. It didnt make barbs more simple minded before. On the contrary they had to make a choice if stepping in to Rage were worth the cost, because of the drawback afterwards. I see where we differ because formerly the rage were turn based and now its a minute. When it was turn-based you pushed yourself to the limit every turn. Now you know before that you can make intelligent decisions during your Rage period.

-- For a completely different thing (to leave the rage discussion), why are de spellcasters so nerfed? I understand you can't have the enging working with every spellcaster having 5-6 spells per level prepared, but to make those you have rely so heavily on concentration? You can only have 1 ongoing concentration spell so spellcasters get even more nerfed. 7-10 spells prepared and half the options are concentration related? Is it like this 5th edition or is this too Larian style?