An unnecessarily fiddly mechanic for a berserker class…

An unnecessarily fiddly mechanic for a berserker class…

An unnecessarily fiddly mechanic for a berserker class…

BER-SERRRK-ERRR

When you fly into a rage, don’t roll any damage you take until the rage ends. Instead, write down the damage dice (including modifiers and tags like piercing or ignores armor) for later. While your rage lasts, your HP are unchanged and you deal +1 damage for every damage die you have written down.

When your rage ends, roll each of the damage dice you have written down, one at a time, applying armor or similar modifiers to each and taking that much damage. Then erase all the damage dice you have written down.

8 thoughts on “An unnecessarily fiddly mechanic for a berserker class…”

  1. That’ll Leave a Mark

    When you take max damage on a damage die, describe the badass scar or other mark that the injury will leave and hold 1 Scar. When you Parley using your ability to commit violence as leverage, spend 1 Scar to turn a 7-9 into a 10+.

  2. I like the concept of the raging barbarian that can’t die until adrenaline as dropped.

    I feel like there might have a better way to do this, although none comes to my mind.

    At first I though about taking dmg normally and only marking down the last damage dice taken if the damage dice was equal or superior to the remaining HP, but then you remove the ability to accumulate a stupid amount of damage dice which assures you you’ll die at the end of the battle. Plus I like that each marked die increases damage.

  3. Have you seen the move Dead Man Walking from Inverse World’s Survivor? It’s very similar.

    When you take damage, you may choose to ignore it. Instead of taking damage, gain Pain equal to the damage you would have taken. When you next take a short rest, spend all of your Pain and take an equal amount of damage, ignoring armor.

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