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Except by doing so, you overvalue Frenzy because you are treating the bonus action like free real estate, when in reality there are many ways to get an extra attack as a bonus action. Sure, Frenzy is the best one, but that doesn't make it okay to assume the others are worthless. Frenzy comes after dipping 3 levels into a class and is still pretty restrictive; by comparison, anyone can perform two-weapon fighting.
Even if you try to isolate it though...
...this is still an exaggeration. Over a three round combat, Frenzy boosts your damage by 4d6+6 (20 average) (since you wanna be strict about keeping it isolated I'm not counting rage damage, that credit goes to Rage rather than Frenzy); in the meantime, the Battle Master is getting 4d8 (18 average) damage plus riders. Again, approximately the same impact, with the Fighter only spending short rest resources.
Maybe the DMG suggests 3 rounds as the way to compute damage (I don’t recall seeing that) but, sure, if you use that to compare the two it’s going to make things like Superiority Dice look better, relatively. And maybe your table runs differently than mine, but in my experience the epic fights...the ones where everybody is burning their cool downs...last a LOT longer. 10+ rounds is not uncommon for us. So that may be coloring how I evaluate it.
Also, you should count the rage damage, but only for the bonus attack, because it’s damage that wouldn’t have occurred without Frenzy. Battle master doesn’t get to count Str because the damage is on top of normal attacks.
What are all these ways of getting bonus attacks of which ye speak, that don’t require Feats? Sure, a barb could dual wield and do....the same 2d6. Except then at 5th level it’s 3d6 instead of 4d6.