Please don't go into frenzy, you'll be too tired for the rest of the argument. Being a bogey won't kill your character.Gosh, I just hope he survives character creation long enough to experience his first encounter.
Please don't go into frenzy, you'll be too tired for the rest of the argument. Being a bogey won't kill your character.Gosh, I just hope he survives character creation long enough to experience his first encounter.
Berserk Barbarian (Totem Barbarian, on the other hand, is very cool)I'm more worried about the absolute bottom-of-the-barrel options that you shouldn't ever use, more especially the ones that maybe seem cool in writing but in play end up being a waste.
Sounds awesome, but in reality you won't do that much more damage.Unless, of course, you want to play a berserker who occasionally goes into a rage so intense he turns into a killing machine.
The berserker in my Rappan Athuk campaign doesn't match the reality you speak of.Sounds awesome, but in reality you won't do that much more damage.
...which only matters if you are frequently getting blasted by fireballs.In contrast you don't have the double hit points vs fireballs that a Bear Totem guy gets.
Oddly enough, the berserker in my Rappan Athuk campaign hasn't experienced any problems with the first 2 levels of exhaustion, since the practical effect of disadvantage on ability checks has been to let another party member use the crowbar to pry open stuck doors and to once not have advantage on a strength check made against an enemy while in combat, and lower initiative which hasn't had a huge impact, and the practical effect of having halved speed has been that the enemies come to the barbarian (oh, wait, that's not actually different).And you'll spend much more time weakly panting along than "intensely" fighting, thanks to completely unreasonably hard exhaustion-recovery rules.
"That much more," huh? Well, I'll have to disagree. I've seen two berzerkers in play. Both were quite frightening Cuisinarts when berzerk. I'll take practical, play experience over white-room theory-crafting any day.Sounds awesome, but in reality you won't do that much more damage.
In order for that to matter, significantly enough to force someone's choice, one would have to think only bear totem barbarians survive fireballs.In contrast you don't have the double hit points vs fireballs that a Bear Totem guy gets.
You greatly overplay exhaustion. We use it. The first few levels are impactful, to be sure, but not death sentence. Heck, we've had a couple characters get up to 4 levels in it at one time. Was that a bit rough? Of course it was. It made the session(s) tense and even a bit touch-and-go. But guess what happened to them? They survived and eventually were fine. Crazy, right?And you'll spend much more time weakly panting along than "intensely" fighting, thanks to completely unreasonably hard exhaustion-recovery rules.
Sure, me too. We've had some monsters inflict it on us. I don't find it very fun, that's all. I'd rather see the berzerking be 1/SR or something similar.
Sounds awesome, but in reality you won't do that much more damage.
In contrast you don't have the double hit points vs fireballs that a Bear Totem guy gets.
And you'll spend much more time weakly panting along than "intensely" fighting, thanks to completely unreasonably hard exhaustion-recovery rules.
This has been our experience at my table as well. And once again, IMO, the difference between actually playing it and just theorizing about it.Oddly enough, the berserker in my Rappan Athuk campaign hasn't experienced any problems with the first 2 levels of exhaustion, since the practical effect of disadvantage on ability checks has been to let another party member use the crowbar to pry open stuck doors and to once not have advantage on a strength check made against an enemy while in combat, and lower initiative which hasn't had a huge impact, and the practical effect of having halved speed has been that the enemies come to the barbarian (oh, wait, that's not actually different).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.