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Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 7:00 am
by Castano
Any thoughts on allowing the Frenzied Berserker PrC but only up to level 5?
I know at lvl 6 it gets this horrid all party rage feat plus chance of mass TPK... Is that the only reason it was banned?
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 7:05 am
by Swift
We capped Divine Champion to 5 levels in ALFA1 despite other PrCs going up to 10, mainly because (IIRC) everything after the 5th level was made up rubbish by Bioware, so it would not be without precedent.
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 7:35 am
by Xanthea
Why not just remove Inspire Frenzy if that's the problem? It's not even a good ability in the first place and I, for one, would happily play a FB to 10 even if the feat was just removed without replacement.
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 8:29 am
by Mikayla
I am totally in favor of this idea - Frenzied Beserker was the PrC I wanted for my first NWN2 toon, Vellya, but then it got made all illegal. So, yeah, let her rip!
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 12:59 pm
by Dorn
Omg yes!!!!
/me throws rdd path out the window
CRAP! I just levelled and took the wrong bloody feat then!!
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 2:39 pm
by Adanu
It's a good placeholder for now.
I wanted Zyrus to use it once upon a time, but I've been RPing him looking into spellsword stuff for a while. I'd need a multi level rebuild to make it work now
Ah well, another concept I suppose.
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 5:57 pm
by Castano
Xan, (1) I want to see how up to level 5 goes, the thing is a nuke, massive damage, up to 4 attacks when using it's abilities, even at level 5, only balanced by AC penalties which can be overcome via spells, potions and gear; (2) tech does not have time to remove the feat as that requires editing 2DA files. This is a great fix that requires no effort on anyone's part at the moment.
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 6:17 pm
by Castano
the next issue is that FB can use combat expertise in violation of PnP rules. This will have to be fixed [edit]
http://www.d20srd.org/srd/classes/barbarian.htm#rage
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 6:40 pm
by Zelknolf
Castano wrote:Xan, (1) I want to see how up to level 5 goes, the thing is a nuke, massive damage, up to 4 attacks when using it's abilities, even at level 5, only balanced by AC penalties which can be overcome via spells, potions and gear; (2) tech does not have time to remove the feat as that requires editing 2DA files. This is a great fix that requires no effort on anyone's part at the moment.
I think there was some miscommunication here. Just removing the feat is the easy fix, as is the level cap. I could have taken the feat out in the time it took me to write this post.
In fact, why not? Seems we all agree that Inspire Frenzy is bad news. It's out with the next release:
https://github.com/ALandFarAway/ALFA-Ba ... 04986bfc8c
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 6:58 pm
by Castano
awesome...and i heard from a 'lil bird the CE fix will be in the next hak release.
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 7:37 pm
by Xanthea
Castano wrote:Xan, (1) I want to see how up to level 5 goes, the thing is a nuke, massive damage, up to 4 attacks when using it's abilities, even at level 5
Well, yes. It can give itself an extra attack (that doesn't stack with Haste) for an extremely limited duration per day, accompanied by some massive penalties, starting at a minimum of level 7.
But a wizard with Haste can give the entire party an extra attack with one spell, along with bonuses to ab, AC, and speed. The wizard gets this ability earlier, at 5 opposed to 7, can always do it more times per day, can make it last longer than Frenzy at 7, with Extend, and comes with absolutely no downsides, besides giving up a spell slot, of course. I don't really see the big deal, honestly.
Though FB should have Rage as a prerequisite because some regular Joe Fighter suddenly flipping out and going into crazy berserker mode is kind of dumb.
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 7:50 pm
by Brokenbone
Why would AC be a problem? I thought it was ALFA-usual to dip fighter in order to get heavy armor on a barbarian?
Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 10:52 pm
by Lucifer
Brokenbone wrote:Why would AC be a problem? I thought it was ALFA-usual to dip fighter in order to get heavy armor on a barbarian?
See and now I've only been here since 2009 BB but have always been told and always thought such things were bad form so avoided them. However I've noticed some more "established" members do not Actually I have to say after snarkily mentioning this..the only way I really care is if any such Chars were ever used to grief me..other than that play as you will

Re: Frenzied Berserker at Level 5 Cap
Posted: Sun May 12, 2013 11:50 pm
by Castano
I myself have not been a fan of any multi-classing ever, but that ship sailed in ALFA1 a long long time ago.
We actually tested the FB last night under a worst case total cheese scenario where it had 4 lvls of Fighter and fullplate +1, str gauntlets etc.
think of the RP people, when your Barb gets barkskinned and rages into a fight, then looks puzzled at his new skin eye-ing the spellcaster warily... or you can cheese it up with a few lvls of fighter to build the ultimate nuke...
Re: Frenzied Berserker at Level 5 Cap
Posted: Mon May 13, 2013 1:25 am
by Khazar Stoneblood
Lucifer wrote:Brokenbone wrote:Why would AC be a problem? I thought it was ALFA-usual to dip fighter in order to get heavy armor on a barbarian?
See and now I've only been here since 2009 BB but have always been told and always thought such things were bad form so avoided them. However I've noticed some more "established" members do not Actually I have to say after snarkily mentioning this..the only way I really care is if any such Chars were ever used to grief me..other than that play as you will

Way back when I was here before, it was generally frowned on if you took unreasonable combinations that were very difficult to explain IC.
The Paladin-1/Sorceror-x combo was one very heavily frowned upon for example. But something like that (a barbarian PC who has been exposed to civilization and gets some formal arms training) is a pretty reasonable thing to roleplay.
For me, I try to come up with a character concept first, then figure the classes out afterward that I need to meed that concept. Sometimes there are many ways to get there. If I want to create a "warrior priest of torm", I might go paladin... or I might go cleric with some fighter levels thrown in... or I might start with fighter for some levels, then join the priesthood and go cleric... then join a paladin order from that point forward.
The classes are just tools to let you get to the concept you are looking for. If your concept needs some wilderness survival and tracking skills... you're probably going to throw some ranger in. If it's a "witch" type character... perhaps you need some sorceror and cleric/druid too. In my opinion, it's not about sticking true to the class, but rather the character concept.