As a player of a barbarian character, I am finding it very easy for the PC to lose its rage after only a one or two rounds. The rules for maintaining rage say that the character has to have been damaged or made an attack against a hostile enemy since end of last turn, otherwise the rage ends.
I have encountered the following problems:
Rules for charging have been modified, so that essentially you now need a Feat in order to charge at all. It is sometimes hard to find an enemy to strike within 30 feet movement. (Sub-question - what counts as a hostile enemy? I have had options to dispatch sleeping or downed enemies, and in character this makes some sense that it would maintain the rage, but it is not clear if it would meet the conditions as written, so we've held off from making a ruling)
Even simple low-level spells can prevent a barbarian attacking for one turn, and end a rage. E.g. a Command spell. My barbarian is not alone in having decidedly average Wisdom and no proficiency, so it's a very strong enemy tactic to use such spells on him when he is raging.
The restrictions on raging seem in keeping with changed other PC buffs - most buff spells require concentration to maintain, and rolls are required by spell casters to keep a maintained spell if they are hit. In compensation, a lot of combat-focussed buffs, including the barbarian rage, have been made very effective. I particularly like the Bear totem resistance effect, allowing my character to wade into a group of enemies and be the party tank - the problem is that I have to sometimes rage twice in one combat in order to get there, because the first rage is cut short. With only three rages per day available, my character can wind up out of resources before others in the group.
So far, I have found the following:
Throwing weapons. This works provided enemies are within sight and for some reason my character cannot get to them, but feels a little cheesy and game-mechanic-y to have my character approach to within 10 feet, switch weapons and throw a javelin.
Getting the Charge feat. This makes the most sense in-character, he will be level 4 very soon too, but this will be a painful choice to make as he really could use the stat boost.
Neither of these deals with the character's vulnerability to simple enchantments.
What else can I do to keep my character seeing red and fighting at the top of his game?