mitchiemasha wrote:. . . Mind Skill Test: Sacrifices a rolled Md6 equal to or
lower than your Mind to activate use skill.
For the Berserker it's in reverse and automatic. Thematically this fits perfectly. It is the Hero losing control, failing the test, to which the 'berserk' is in reference.
Berserker: Auto. If 1Md6 is higher than your Mind,
Melee everyone/thing in reach, the other Md6 range. . . .
After seeing Silver Tower Warhammer Quest, I began to work up a similar mechanic for activating abilities by re-allotting one or two movement dice. I like your implementation. Some other thoughts:
Is your half-Orc mind score 3, triggering the beserk 1/2 of the time each turn, or mind score of 4, triggering 1/3 of the time? Either way, that's a whole lot of hurt going Morcar's way. Raughhh!
If a monster is killed providing previously unavailable access to a monster behind, does berserk allow the newly-exposed monster to now be attacked on the same turn? It appears not.
In crowded rooms, a berserk Hero could gain several extra attacks in a larger radius, even from the relative safety of a doorway. In an extreme case like The Forgotten Legion from RotWL, up to twelve attacks can be made in a single turn with only one retaliatory attack from Morcar. It's an extreme example, but shouldn't using berserk be riskier in general for the Hero benefiting from extra attacks?
How about using the spare movement die for movement while requiring closest figures to be attacked first?
Berserker: Auto. Sacrifice 1Md6 if it is higher than your Mind. Reduce movement by 1, then Melee the nearest figure (move if necessary), repeating until no movement is left.
In the RotWL example above, a berserk Hero opening door B from the corridor rolls a 6 and 5 for movement. The magical ice shatters, so he moves 1 and attacks the two adjacent Skeletons (3 movement total.) Moving 1 and attacking the next two Skeletons reduces his movement to 0, ending his turn. Should he survive and roll the same again on his next turn, the he'd first attack the four adjacent monsters surrounding him, the likely move into one of the vacated spaces with his last 2 movement and attack one last monster.
The limited control of who gets attacked makes the other Heroes a bit safer. However, the beserking Hero incurs greater threat upon himself as he moves deeper into his enemies. I'd say that is a fairer arrangement, as the other players aren't asking for this ability. Of course, I could understand a preference for your more briefly worded rule which works very well and your players like.