Tom, i havent looked into any details, just started playing, but how are Barbarians more open to magic and crowd control than, say a Fighter, Ranger or Paladin?
Also when you mention HP tank (the 12 hit dice), how is that a DIS-advantage? I see that as a huge plus and forgot to mention that in my original "they are OP" post. I'm not arguing, please explain your viewpoint angle. Thank you.
Rangers are generally behind after lvl 5, so keep that in mind.
Fighters get bonus feats to use towards abilities they need, on top of eventually getting Indominable, which lets them reroll saves.
Paladins get Aura of Protection, giving them the best saves in the game, on top of having access to the Bless spell themselves. As well as some other goodies, like Heroism. They also have Wisdom save proficiency naturally.
Barbarians don't get either of these abilities and don't have Wisdom saves, making them susceptible to things like Hold Person, Fear etc. Abilities that can disrupt your Rage or otherwise prevent you from having a turn.
When it comes to HP tanking, it is a liability because d12 isn't that much more HP than d10 (+13 HP at lvl 12) and Rage only prevents physical damage. This is particularly brutal against enemies who uses melee attacks, but deal a form of magical damage, taking advantage of your Reckless Attack. Necrotic is the most obvious problem given the lvl 5-6 area of the game. Barbarians tend to have lower AC than Fighters and Paladins, making this particularly scary.
Barbarians are very good, but they have shortfalls that can be exploited. Their TRUE POWER from the tabletop doesn't exactly shine through Solasta either, because we don't have the Great Weapon Master feat to truly take advantage of Reckless Attack.