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AD&D 2nd edition Berserker PnP Revision

GreenerGreener Member Posts: 430
A few changes to better align with the PnP version from AD&D 2nd edition...

Advantages:
– May use berserk ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

BERSERK: The character becomes enraged for 2 turns. While enraged, gains a bonus of +1 to attack, +3 to damage +15 temporary Hit Points, and becomes immune to charm, confusion,, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. Unfortunately while enraged, the Berserker is unaware of current Hit Points and cannot benefit from any effect that heals Hit Points. After the effects end, the character becomes fatigued and Strength drops to 5 for 2 turns.

Disadvantages:
– May not Specialize in ranged weapons.
– Alignment restricted to any non-lawful.

Comments

  • DanacmDanacm Member Posts: 951
    I dont think pnp rage immunes to imprisonement or lvl drain :D
  • GreenerGreener Member Posts: 430
    edited July 2018
    @Danacm

    You are absolutely right it does not grant immunity to imprisonment or level drain, but it does grant immunities to symbol and emotion spells, thanks for catching the typo I must have uploaded a work in progress...

    Advantages:
    – May use berserk ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

    BERSERK: The character becomes enraged for 2 turns. While enraged, gains a bonus of +1 to attack, +3 to damage +15 temporary Hit Points, and becomes immune to charm, confusion, emotion, fear, feeblemind, hold, stun, sleep and symbol. Unfortunately while enraged, the Berserker is unaware of current Hit Points and cannot benefit from any effect that heals Hit Points. After the effects end, the character becomes fatigued and Strength drops to 5 for 2 turns.

    Disadvantages:
    – May not Specialize in ranged weapons.
    – Alignment restricted to any non-lawful.
  • RaduzielRaduziel Member Posts: 4,714
    From the Complete Fighter's Handbook

    At any time, the Berserker may choose to Go Berserk. This isn't an instantaneous process—he must spend a little time to "psych himself up." It takes a full turn (ten combat rounds) to Go Berserk. In that time, the character is growling, moaning, uttering imprecations . . . it's impossible to be quiet when trying to Go Berserk. He may also be fighting during that time, meaning that he can start to Go Berserk on the round the fight begins, fight for ten full rounds, and then be Berserk on the eleventh round.

    Of course, when the Berserker knows a fight is coming, he can begin to Go Berserk, even if there is no fight currently going on. At the end of a full turn of preparation, he can become Berserk instantaneously. If there's no enemy in sight yet, he can hold the Berserk until combat is engaged. But if no combat takes place within five more full turns, he automatically reverts to "normal" and suffers the ordinary consequences for coming out of a Berserk (described below). The character can come out of his Berserk once the last enemy is down (he must literally be down on the ground, even if still alive and surrendering; the Berserker will stay berserk and continue fighting so long as there are enemies still on their feet). Once the fight ends, the Berserker must come out of his Berserk state.

    For these reasons, Berserking is a more appropriate reaction when the characters are about to attack or be attacked by a foe they know about. If the characters are, instead, jumped by a small party of orcs, it's usually not worth the effort to Go Berserk; the consequences and effort outweigh the benefits.

    When Berserk, the character has phenomenal endurance and resistance to pain and some forms of magic. Only while Berserk, he gains the following benefits:

    (1) He is immune (no Saving Throw is necessary) to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol.

    (2) He gets a +4 to save against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal.

    (3) The emotion spell has no effect on the Berserker, unless the caster chose the fear result. If fear was chosen, the Berserker gets a normal Saving Throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his Berserk, with all the normal effects of coming out of the Berserk (but he doesn't suffer other fear effect). The fear spell has exactly the same effect: If he saves, there is no effect, and if he doesn't save, he's snapped out of the Berserk. If he fails a saving throw against charm monster, he simply counts the caster as one of his allies; he doesn't come out of the Berserk or obey the caster's commands.

    (4) Being Berserk offers no real protection from finger of death, except that the spell effects do not take place until the character has come out of his Berserk. If the Berserker saves, he doesn't suffer the 2d8+1 damage until immediately after he snaps out of the Berserk. If he fails to save, he doesn't die until he snaps out of the Berserk.

    (5) The Berserker, while Berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.

    (6) While Berserk, the character gets +1 to attack, +3 to damage, and +5 hp.

    Special Hindrances: The Berserker has hindrances as severe as all those benefits
    he receives.

    (2) When the Berserker goes Berserk, the DM should immediately say to him, "Tell me how many hit points you currently have." From that point until the fight is done and the Berserker has returned to normal, the DM keeps track of his hit points. The player is not told how many hp he has left, nor how many points of damage he is taking with each attack. (After all, the character can feel no pain . . . so he cannot keep track of how close he is to death.) The DM simply tells him something like: "The orc-captain hits you with his axe, a mighty blow which you barely feel . . ." It is therefore very possible for a Berserker to be nickled and dimed to death and not know it until he drops dead. The DM can also, if he so chooses, roll all Saving Throws for the Berserker, not telling the player whether they were failures or successes.

    (3) While Berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.

    (4) While Berserk, he must fight each opponent until that opponent is down. Once an opponent is felled, the Berserker must move to the nearest enemy and attack him. He can't, for instance, choose to attack the enemy leader if that leader is behind seven ranks of spearmen. The Berserker must keep fighting until all enemies are down, as described earlier.

    (5) While Berserk, the character cannot take cover against missile fire.

    (6) If, while the character is Berserk, another character tries something he can interpret as attack (for instance, hits him to move him out of the way of an incoming attack,) the Berserker must roll 1d20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer Berserk.

    (7) While Berserk, the character is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate (and wither). He will gain the benefits of those spells only after he has come out of his Berserk and suffered any and all damages which occurred then.

    (8) The taunt spell is automatically successful, and will cause the Berserker to abandon his current enemy and rush to attack the taunter.

    (9) Finally, when the character comes out of his Berserk, bad things happen to him. He loses the 5 hp he gained when he became Berserk. (This could drop him to or below 0 hp and kill him, of course.) He collapses in exhaustion (exactly as if hit by a ray of enfeeblement, no saving throw possible, for one round for every round he was Berserk. He suffers the effects of any spells which wait until he's returned to normal before affecting him (finger of death, for instance). And only then can healing spells affect him.
  • RaduzielRaduziel Member Posts: 4,714
    I wish that could be moddable in a more fair way.

    Maybe @subtledoctor @kjeron or @argent77 are up to the task. I know I'm not.
  • kjeronkjeron Member Posts: 2,367
    At any time, the Berserker may choose to Go Berserk. This isn't an instantaneous process—he must spend a little time to "psych himself up." It takes a full turn (ten combat rounds) to Go Berserk ... For these reasons, Berserking is a more appropriate reaction when the characters are about to attack or be attacked by a foe they know about. If the characters are, instead, jumped by a small party of orcs, it's usually not worth the effort to Go Berserk; the consequences and effort outweigh the benefits.
    Restricting Berserk to only be activate-able outside of combat would be the most practical way to achieve this.
    (1) He is immune (no Saving Throw is necessary) to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol.
    Immunity to said spells by resource (opcode 206/318). Irritation could include several of the Wild-surge effects (dizzy, itchy, etc...).
    (2) He gets a +4 to save against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal.
    +4 Save vs. Enchantment/Illusion spell schools
    (3) The emotion spell has no effect on the Berserker, unless the caster chose the fear result. If fear was chosen, the Berserker gets a normal Saving Throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his Berserk, with all the normal effects of coming out of the Berserk (but he doesn't suffer other fear effect). The fear spell has exactly the same effect: If he saves, there is no effect, and if he doesn't save, he's snapped out of the Berserk. If he fails a saving throw against charm monster, he simply counts the caster as one of his allies; he doesn't come out of the Berserk or obey the caster's commands.
    The new function on decremental deflection opcodes could probably be put to work here:
    Berserk is patched to grant a single level of deflection against a new secondary type.
    Ending effects of Berserk are cloned to a removal spell that is cast when the deflection is triggered. Also removes any charm/fear effects on the berserker when it triggers.
    Fear and Domination spells are patched to cast a subspell of said secondary type as their last effect, if their saving throw is failed. Subspell would just contain a single +0 AC for 0 seconds effect, power level 1.
    (4) Being Berserk offers no real protection from finger of death, except that the spell effects do not take place until the character has come out of his Berserk. If the Berserker saves, he doesn't suffer the 2d8+1 damage until immediately after he snaps out of the Berserk. If he fails to save, he doesn't die until he snaps out of the Berserk. Not sure if anything can be done to delay actual death-effects.
    If only the effect-suppression of Maze could be implemented separate from it against specific opcodes, this could be doable by suppressing opcodes 12 and 13 for duration.
    (5) The Berserker, while Berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.
    7eyes.2da can block exclusively non-lethal damage entirely, but there isn't any way to have partial resistance against it.
    (6) While Berserk, the character gets +1 to attack, +3 to damage, and +5 hp.
    STATE_BERSERK applies an automatic +2 to hit and damage.
    (2) When the Berserker goes Berserk, the DM should immediately say to him, "Tell me how many hit points you currently have." From that point until the fight is done and the Berserker has returned to normal, the DM keeps track of his hit points. The player is not told how many hp he has left, nor how many points of damage he is taking with each attack. (After all, the character can feel no pain . . . so he cannot keep track of how close he is to death.)
    Set Spellstate: SUPPRESS_HP_INFO (35).
    (3) While Berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.
    Automatically imposed by Opcode #3 (Berserk), but not by Opcode #247 (Un-curable Berserk).
    (4) - (6)
    Berserker AI is controlled by the game anyway, nothing to really do here.
    (7) While Berserk, the character is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate (and wither). He will gain the benefits of those spells only after he has come out of his Berserk and suffered any and all damages which occurred then.
    No real options for healing, same as damage / finger of death. Bless can partially be suppressed, but only when it's cast after going berserk.
    (8) The taunt spell is automatically successful, and will cause the Berserker to abandon his current enemy and rush to attack the taunter.
    I got nothing.
    (9) Finally, when the character comes out of his Berserk, bad things happen to him. He loses the 5 hp he gained when he became Berserk. (This could drop him to or below 0 hp and kill him, of course.) He collapses in exhaustion (exactly as if hit by a ray of enfeeblement, no saving throw possible, for one round for every round he was Berserk. He suffers the effects of any spells which wait until he's returned to normal before affecting him (finger of death, for instance). And only then can healing spells affect him.
    Deal real (not-non-lethal) damage equal to amount HP was raised, increase fatigue by 7+ for same duration as berserk.
  • RaduzielRaduziel Member Posts: 4,714
    Told ya.
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