The way to do the test you are proposing BTW is run an optimised is party through a series of challenges. The published adventures are the best at giving you team monsters DPR and damage types. Make the party something good and turn the handle.
Altentively just just design some equal CR...
Taking PAM means you are significantly better than a Berserker DPR wise for the 18 to 24 rounds of combat an adventuring day where the Berserker doesn't Frenzy. That's assuming the Berserker literally never makes a mistake and goes into combat with three levels of exhaustion btw. If you do that...
As other posters have mentioned you can safely assume that any barbarian is going to want both feats because PAM is the best way to get extra attacks and reckless attack plus GWM is the best damage boost in the game.
If you're playing without feats or whatever then yeah. It's harder to get...
DaveDash how do you get to 15 a round? Any totem barbarian is going to have TWF or Pole arm master to get bins attacks so the difference is d4 vs 2d6 which is 4.5 damage (slightly more because of the reroll feature k GWM which you obviously have) but you hit 65% or so so it's about 4.5
I...
Retaliation is a great feature but it arrives at level 14, I doubt most players are ever going to see it and even then it has a lot of work to do. If Frenzy is naff (and under your assumptions, it's amazingly terrible, resulting in an average 15 damage over an adventuring day which is real bad)...
Then you're paying a class feature AND exhaustion levels to increase your bonus attack damage from d4 to 2d6. Both get stat mods, so that's 5 damage * 65% (average hit rate below level 10) * ~10 rounds a day, assuming you don't drop or critical anyone in those rounds.
So you're getting what...
It's also totally critical to being an effective melee fighter in 5E to consistently use your bonus action to attack. Every Bezerker is going to need to take one of those other approaches because you need it in the other 3-6 fights every day you don't use Frenzy!
It's a one-two punch
*...
The subclasses should be balanced against each other though. Every reasonable choice in the game should have the same overall utility/empowerment of the player.
You correctly point out that it makes it harder to work out how to fix it (should you nerf Totem, buff Bezerker, nerf both or buff...
Sure. The Playbooks for Apocalypse world are free online http://apocalypse-world.com/AW-basicplaybooks-legal.pdf so grab one and follow along.
Let's take the Hardholder because i haven't made one before. The concept is explained in the flavour text. Go to 'creating a chopper'
The first thing...
Both 3.5 and 5 easily let you make bad characters though - thats his point. Compare to apocalypse world or gammaworld 7E which do not let you make a mechanically ineffective character even if you are clueless.
Wasn't automatically gaining spells on leveling up an optional rule in the AD&D DMG for specialist wizards? I could be wrong though, it's literally been a decade and a half(?).
If it's optional, that reinforces my point about the pendulum swinging towards player empowerment for spellcasters...