Incenjucar
Legend
Letting them recover exactly one exhaustion during a short rest if they use the ability a number of times/day equal to 1/2 their proficiency bonus could help. Lets them use it a bit safely while not letting them spam it.
If you're talking about Intimidating Presence, I let my players use Strength for that since there's an optional rule to allow players to use Strength for the Intimidation skill rather than Charisma.Definitely remove the random Charisma rider. Either focus on Charisma features (scaring enemies or else inspiring allies, i.e. 4e Thaneborn) as the subclass' highlight or don't use them at all.
Right. But that should be baked into the subclass feature, to avoid MAD. It's the ONLY reason, mechanically, that a Berserker wants to invest in Cha, and it comes relatively late.If you're talking about Intimidating Presence, I let my players use Strength for that since there's an optional rule to allow players to use Strength for the Intimidation skill rather than Charisma.
I’m gonna go against the grain and say I don’t think the changes to Exhaustion actually fix the Berserker. Sure new exhaustion is less punishing, but it’s still too steep a cost for Frenzy in my opinion.
The Berserker would be perfectly fair (if a bit bland) even if Frenzy could be used every time you rage with no drawback. The bigger problem though is that Frenzy is a boring feature but takes up the majority of the subclass’s design space.
Fundamentally, what I dislike is that it pushes the ability to be a 'no more than once a day (and none at all if you run into another exhaustion event that day)' effect. That seems to go against the design ethos I think I see in the rest of the rules where they want people to use their abilities*. It also means that the cost of this changes wildly once you have clerics who might end the day with one or more level 5 slots** left, and also means any racial or class ability which reduces or makes one immune to exhaustion has amazing synergy with this subclass (and may not be being added to the game specifically because of this).I’m gonna go against the grain and say I don’t think the changes to Exhaustion actually fix the Berserker. Sure new exhaustion is less punishing, but it’s still too steep a cost for Frenzy in my opinion. The Berserker would be perfectly fair (if a bit bland) even if Frenzy could be used every time you rage with no drawback. The bigger problem though is that Frenzy is a boring feature but takes up the majority of the subclass’s design space.
I agree, but there’s also the psychological effect to consider. Current exhaustion scares players more than it should, because each level is one step closer to straight-up death. And because it’s very difficult to remove except by taking a short rest.That's interesting. I think I preferred the old (well, current) model, because I almost never went above one level of exhaustion, and I'd rather have disadvantage on ability checks that -1 to those plus saving throws and attack rolls.
And to be fair, there’s good value in having at least one subclass that’s “just more of what you already do” for the players who want the simplest, easiest to play version of any given class. But the cost/benefit analysis involved in deciding whether or not to Frenzy kinda puts a damper on that. If it was just a free bonus whenever you raged, it would be less interesting, but at least it would fill the equivalent role of the Champion for barbarians.That's also interesting. I've always really enjoyed the bonus attack...it's satisfying to do all that extra damage...but it's also true that it doesn't actually change gameplay or decision-making. You just do more of what you already do.