Results 1 to 27 of 27
Thread: [3.5] Frenzy fix
-
2010-04-30, 07:07 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Montreal-ish
- Gender
[3.5] Frenzy fix
So it's apparent that the main drawback of the Frenzied Berserker PrC is the extreme likelihood of the PC simply flipping out and murdering his fellow party members. The default advice is simply "don't play it!", but it's one of the more flavorful barbarian/dedicated melee PrCs out there.
What if there was an item that, when worn, suppresses the PC's frenzy and/or rage ability? Let's say it could be removed as part of a move action. When removed, the character frenzies as normal (with the included possibility of friendly fire), but then his allies can lock him down (grease, calm emotions). It prevents him from prematurely wasting his frenzies (stepping on caltrops, being sniped, etc.), and makes the character vastly more viable without completely removing the major liability and "balancing factor" of the ability.
Is this a good/bad idea? How would you price such an item? What would it even look like? I was thinking a collar of sorts...Last edited by Kosjsjach; 2010-04-30 at 07:14 PM.
-
2010-04-30, 07:14 PM (ISO 8601)
- Join Date
- Feb 2010
Re: [3.5] Frenzy fix?
Heheheh, you could make a 'collar' of Calm Emotions. That spell ends and prevents rages and frenzies. I like the idea too. Have it keyed that only the touch of the party wizard/rogue/character with UMD and a certain word will surpress the effects of the collar.
Pricing? As a DM, I would allow the rules found in the DMG for creating new items to be followed to the letter. Its as much a help as a hinderance.
-
2010-04-30, 07:18 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- CA East Bay
- Gender
Re: [3.5] Frenzy fix
From what I've seen, the standard solution to the Frenzied Berzerker is to make sure the FB's Will save is high enough that he can automatically make the check to end the frenzy.
"I don't approve of society, so I try not to participate in it."
=====
Avatar of Karl the human by Bradakhan
-
2010-04-30, 07:24 PM (ISO 8601)
- Join Date
- Dec 2006
Re: [3.5] Frenzy fix
A collar of Calm Emotions might work.
The other usual advice is a wand of Grease, since the FB isn't allowed to make Balance checks in a Frenzy.
-
2010-04-30, 07:24 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- Finland
- Gender
Re: [3.5] Frenzy fix
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
-
2010-04-30, 07:35 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Montreal-ish
- Gender
Re: [3.5] Frenzy fix?
There's a problem with that solution, mainly lying in the Will DC to resist:
Originally Posted by Frenzy (Ex)
The only option (off the top of my head) that makes this more viable without jumping through hoops or denying the flavor of the FB is Steadfast Determination from PHII which swaps Con for Wis to Will saves. And that won't reliably guard against anything significant.
While that sounds like a good idea, the price makes it a bit prohibitive: a continuous item of calm emotions would cost 2(spell level)*3(min. caster level)*2000gp*4(spell duration is measured in rounds) = 24000gp. The MIC prices such an item as appropriate for a 15th- or 16th-level character.
Is there a RAW way to bring this down to a comfortable level?
-
2010-04-30, 07:40 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Montreal-ish
- Gender
Re: [3.5] Frenzy fix
While true and effective, the problem I'm trying to mitigate is the involuntary initiation of Frenzy. A character only gets so many, and then they're used up and gone. Hit-and-run tactics by a foe are incredibly effective, not just on the FB, but on his entire party, who have to neutralize him, then wait for him to make his Will save or his Frenzy to expire.
-
2010-04-30, 07:41 PM (ISO 8601)
- Join Date
- Feb 2010
Re: [3.5] Frenzy fix?
Yeah. Limit the classes that can use it, assign an alignment restriction or race restriction. While a bit cheesy, I would allow such as a DM simply because the item is being crafted for a very specific purpose. Anyway, limiting the item to being activated/turned off by another character is a good way to lessen the 'cost' of the item.
-
2010-04-30, 07:59 PM (ISO 8601)
- Join Date
- Mar 2010
- Location
- Netherlands
Re: [3.5] Frenzy fix
against the whole getting sniped thing. Just get him a spearblock buckler with an arrow deflecting crystal
"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
Handy links:
-
2010-04-30, 07:59 PM (ISO 8601)
- Join Date
- Jan 2009
Re: [3.5] Frenzy fix
well a FB will have what... 2-4 base will at high levels (this is assuming some fighter/barb multiclass)?
+5 from a cloak of resistance
+4-5 base wis (12-14 wis and an amulet of wisdom)
+2 iron will feat
+1 luck (stone of good luck)
+2 from rage (the benefits of rage and frenzy do technically stack as they're both unnamed)
so somewhere in the environs of +15 will save by default, with some variance based on what your class progression looks like. lots of ways to get that save up to the 18 needed (a natural 1 is a failure on saving throws. so with a 19 a 1 would still fail, even though you hit the DC of 20, so the minimum you need is 18 + a 2 on a d20)
not too hard to "auto-pass"
-
2010-04-30, 08:06 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- Finland
- Gender
Re: [3.5] Frenzy fix
That's more of an inherent issue with Frenzy; it makes you powerful, but is very hard to control. Best option: Be faster than the opposition. But seriously, you aren't going to get a drawbackless Frenzy. Even the fact that opposing caster using Grease on you (unless you're flying) makes it pretty crappy. You can only pump your Will-save so much and at the point where one arrow deals 28 points, well, you just aren't making those DC 38 Will-saves.
Getting +18 and reroll 1s relatively early (level 10 or so) is a good goal and achievable, but trying to make the save vs. damage...well, sufficient to say you better be willing to pimp the crap outta your saves for that.Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
-
2010-04-30, 09:06 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Dweomerheart
- Gender
Re: [3.5] Frenzy fix
BoED has Righteous Wrath, which according to description should work to totally negate the frenzy homicidal mania.
-
2010-04-30, 09:27 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Mi Lower P
- Gender
-
2010-04-30, 09:47 PM (ISO 8601)
- Join Date
- Jan 2009
Re: [3.5] Frenzy fix
Last edited by BenTheJester; 2010-04-30 at 09:49 PM.
-
2010-04-30, 09:52 PM (ISO 8601)
- Join Date
- Aug 2006
- Gender
-
2010-04-30, 09:57 PM (ISO 8601)
- Join Date
- Mar 2007
-
2010-04-30, 09:58 PM (ISO 8601)
- Join Date
- Jan 2010
Re: [3.5] Frenzy fix
MIC has this cheap mask which gives +4 insight bonus to will saves.
Savage species has cumbrous will. Simply get around the drawback by getting immunity to fatigue somehow, say warforged or that FR regional feat?
-
2010-04-30, 09:58 PM (ISO 8601)
- Join Date
- Jan 2009
-
2010-04-30, 10:27 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Terra Australis
- Gender
Re: [3.5] Frenzy fix
Dumb Luck feat (CS) - treat any natural 1 on a save as a 20.
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
-
2010-04-30, 10:34 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Montreal-ish
- Gender
Re: [3.5] Frenzy fix
Alright, so the consensus seems to be "don't bother, boost your Will save and hope for the best". I can respect that, but I still like the idea of a emotion-neutralizing collar. Let me change the question to: How would you price a collar of calm emotions (or something that gives the desired effect)? The base price (using the magic item crafting guidelines) is 24'000gp.
Is 24k an appropriate price for such an item? What price would you set it as? Should the wearer be able to turn it off, or should it require an outside party? (I know it's purely speculative at this point, as any such item would be in DM-territory, but I'd still like to hear your opinions.)Last edited by Kosjsjach; 2010-04-30 at 10:36 PM.
-
2010-04-30, 11:12 PM (ISO 8601)
- Join Date
- Oct 2008
Re: [3.5] Frenzy fix
Not important, as Moment of the Perfect Mind is for the save to avoid auto-frenzy. You can use concentration checks to avoid frenzy because you're not actually in frenzy yet.
And due to the wording, you get 2 will saves before you are forced to attack friends at the end of a manual frenzy(Once at the end of the turn where you kill the last bad guy, and once at the start of the turn where you have no one else to attack but friendlies) A 1/400 odds event is one you can prepare specific contingent spells for, such as: "Whenever our friend(by name) attempts to attack me, Dim-Door straight up, 400ft". Since it'll almost never happen, the contingent spell will last a very long time before your berserker removes it.Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
-
2010-04-30, 11:29 PM (ISO 8601)
- Join Date
- Jan 2010
Re: [3.5] Frenzy fix
You can use concentration checks to avoid frenzy because you're not actually in frenzy yet.
-
2010-04-30, 11:51 PM (ISO 8601)
- Join Date
- Jan 2008
Re: [3.5] Frenzy fix
-
2010-04-30, 11:56 PM (ISO 8601)
- Join Date
- Oct 2008
Re: [3.5] Frenzy fix
That's just a DC 20, which with Steadfast Determination, a Con of +10 or greater, a cheap MiC item granting +4 insight, a cloak granting at least +3 to saves, and +2 from levels, and you'll only fail it on a 1.
And that's where the second(and longer) paragraph in my previous post comes in, since failing that save twice happens only 1/400 of the time.Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
-
2010-05-01, 12:41 AM (ISO 8601)
- Join Date
- Jul 2009
- Location
- Michigan
- Gender
Re: [3.5] Frenzy fix
This, a thousand times over. If anyone is going to go Frenzied Beserker, they'd best make sure they can make the freaking save to not kill his team, least he eat wizardry death. I may or may not have had a similar experience where I actually bothered going two-to-two with a Frenzied Beserker once as a Wu Jen Gish.
-
2010-05-01, 11:23 AM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: [3.5] Frenzy fix
The biggest problem is fitting Endurance + Steadfast Determination in, along with Frenzied Berserker's rather hefty feat requirements and Shock Trooper, which you likely want. Human Barb4/Fighter2/Frenzied+X with 2 flaws can manage to work all 8 feats in by 6th level, but human isn't ideal, flaws aren't guaranteed, and fighter dips sometimes aren't wanted. An orc with no flaws could fit everything in by 12 level with Barb2/Fighter4/Frenzied+X, but that's delaying Shock Trooper a lot, and you've still got the problem of only having a single rage.
Proudly without a signature for 5 years. Wait... crap.
-
2010-05-01, 11:27 AM (ISO 8601)
- Join Date
- May 2010
- Location
- ^
- Gender
Re: [3.5] Frenzy fix
The Frenzy drawback has never seemed that large to me. I'm currently DMing a game with a Frenzied Berserker and it works out fine, the players are just very careful and casually walk away when the last of the enemies dies.