Chainsaw wrote:
nDervish wrote:
Chainsaw wrote:
Normal attack rate was 3/2 because of weapon mastery and then berserker rage doubled it to 5/2.
Minor correction: 3/2 => 5/2 is +1 attack per round, not doubling (which would have given you 3/1).
Whoops! You are obviously correct. 
N.B. Don't post right before bed!
NB: Don't go to bed!
We have had several berserkers. The first of whom just died this past weekend. They are indeed capable of dealing out insane amounts of damage, but I have seen two killed because they can't retreat once berserk, so even if, say, halberd-wielding skeletons are surrounding them on all sides, they are going to stay there and keep attacking.
The only real changes I've contemplated (but not introduced) are increasing the odds of the berserker staying berserk when all enemies are dead to maybe 1 in 6 instead of 1 in 8. That's an overall 4 percent increase in likelihood, though it's one-third more likely in each individual case (I think; activate the gizmomathboy signal!).
Now the other change I've contemplated is ruling out advanced combat moves when berserk. The berserker who just died was one of the most amazing characters I ever saw, with 16+ in STR, DEX, CON, and CHA. I watched the rolls. Completely, jaw-droppingly legit! And that particular player's first-ever D&D character, too! Anyway, she was specialized in long sword and dual-wielded them! My god, the Cuisinartisticness of it all. So berserk she got an extra off-hand attack each round giving her 3 (2 on, 1 off) then 4 (3 on, one off) every round at something like +1/-1 to hit and +4 damage. Against single opponents, this was almost overwhelming. But against enemies that use tactics and swarm the berserker, well, it doesn't matter if you do 60 points to one of them if the others are all still attacking.
Just ask yourself what your players would do if confronted with a berserker and have the NPCs do that. Also, confront your players with a gang of wild berserkers!