chaoticprime wrote:Thief-Acrobat.
I wanted to stick to the single-word class names. But I can't think of anything better, either.
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chaoticprime wrote:Thief-Acrobat.
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Teldurn wrote:chaoticprime wrote:Thief-Acrobat.
I wanted to stick to the single-word class names. But I can't think of anything better, either.
Gold Bearer wrote:No barbarian?
I can see that a thief would take monster gold while others wouldn't but then why can't he just wait till they're dead? Doesn't really make sense. I'd drop the acrobat, give the thief that skill and add a barbarian with +3BP and -1MP.
Gold Bearer wrote:If there are four hero players with one character each I can virtually guarantee that no one will choose a knight, but if there's two players with two characters each he'd be a good option to go with a magician.
Gold Bearer wrote:Needs a few more race rules, like dwarves disarming traps and -movement and maybe +1BP and -1MP, elves +movement and maybe -1BP and +1MP.
Gold Bearer wrote:Halberd's too expensive. 50gp more than a battle axe with one less attack die just reach a tiny bit of range.
Gold Bearer wrote:Spear? May be thrown diagonally? Why not just attack? Two handed? 400gp? A spear would break much easier than an axe or hammer.
Gold Bearer wrote:Crossbows run out of ammo but bows don't?
I understand not wanting to add having to keep track of ammo but I wouldn't like not having a clue how many shots I've got left when the hero obviously would. I think it's worth having to keep track.
Gold Bearer wrote:Leather armour vs chainmail coif? And wtf is coif?
Gold Bearer wrote:What I did with fimirs was add a fimir patriarch (by bluetacking a candle stick in his hand) that allows him all fimirs in the same room or corridor or in sight of him to share a spell pool while his in play.
Gelatinous cube? Sounds interesting.
Why loose the ogre lord? You can create different combinations with their arms or just stick a candle stick (wand) in his hand to show that he's a shaman.
I'd rename the necromancer summoner. There's already a necromancer in WoM that you may want to use.
chaoticprime wrote:Teldurn wrote:chaoticprime wrote:Thief-Acrobat.
I wanted to stick to the single-word class names. But I can't think of anything better, either.
Inflitrator, Doxer, Rake, Picaroon, Sneak, Spook, Smuggler, Tumbler, Saboteur, Ferret, Scout, Explorer, Speculator, Intelligencer, Exemplar, Expert, Preceptor, Ringer, Hustler, Kidd, Creep, Contortionist, Funambulist, Trouper, Escapologist, Stalker, Poacher, Jackknife, Stealer, Ribald, Knocker, Pickpocket, Subtractor, Artiste, Beguiler, Juggler, Hoaxer, Jongleur, Mountebank, Buffoon, Jester, Mischiever, Bravo, Vigilante, Bandit, Brigand, Gymnast, Athlete, Arsonist, Dancer, Tumbester, Balancer, Aerialist, Equilibrist, and I'm spent.
Yea but I mean he could do that when the monster's dead. Why waist an attack?Teldurn wrote:Because no one else gets gold from monsters (see my previous post explanation about this). Doesn't matter who kills it, it won't drop loot (other than its weapon), but a thief can find some to steal.
I'm coming off as a prick aren't I. It wasn't meant as a criticism. Just thought I'd tell you what I'd pick and point out that the knight is a lot more appealing when playing more than one hero, in case you hadn't thought of it and thought it was a problem. I've got characters like that as well (paladin especially).Teldurn wrote:And that's perfectly fine. That's what having options is all about! ^_^
Seriously? But it attacks with one less!Teldurn wrote:Attacking diagonally is worth it to pay 50gp more, in my humble opinion.
400gp is a total rip off!!! Compare it to your axe/hammer. I could make one myself!Teldurn wrote:FYI, you can also attack in melee with a spear.
Maybe make quarrels more expensive than arrows?Teldurn wrote:The crossbow's versatility (of being able to shoot anywhere) needs to be mitigated somehow...
Oh I see. It can be worn as well as armour. Gotcha.Teldurn wrote:Behold! A chain mail coif!
Reanimater?Teldurn wrote:As for the necromancer renaming, "summoner" gives me a completely different mental image than "necromancer", and the latter is what the concept is about.
I vote bravo.Teldurn wrote:Holy Thesaurus, Batman!
Gold Bearer wrote:Yea but I mean he could do that when the monster's dead. Why waist an attack?Teldurn wrote:Because no one else gets gold from monsters (see my previous post explanation about this). Doesn't matter who kills it, it won't drop loot (other than its weapon), but a thief can find some to steal.
Gold Bearer wrote:I'm coming off as a prick aren't I. It wasn't meant as a criticism. Just thought I'd tell you what I'd pick and point out that the knight is a lot more appealing when playing more than one hero, in case you hadn't thought of it and thought it was a problem. I've got characters like that as well (paladin especially).Teldurn wrote:And that's perfectly fine. That's what having options is all about! ^_^
Gold Bearer wrote:Seriously? But it attacks with one less!Teldurn wrote:Attacking diagonally is worth it to pay 50gp more, in my humble opinion.
Gold Bearer wrote:400gp is a total rip off!!! Compare it to your axe/hammer. I could make one myself!Teldurn wrote:FYI, you can also attack in melee with a spear.
Gold Bearer wrote:Maybe make quarrels more expensive than arrows?Teldurn wrote:The crossbow's versatility (of being able to shoot anywhere) needs to be mitigated somehow...
Gold Bearer wrote:Oh I see. It can be worn as well as armour. Gotcha.Teldurn wrote:Behold! A chain mail coif!
Gold Bearer wrote:Reanimater?Teldurn wrote:As for the necromancer renaming, "summoner" gives me a completely different mental image than "necromancer", and the latter is what the concept is about.
Gold Bearer wrote:I vote bravo.Teldurn wrote:Holy Thesaurus, Batman!
Gold Bearer wrote:No I knew what you meant, but why wouldn't he be able to get the gold after the monster's dead? It would be a lot easier, and safer and there's no reason he wouldn't be able to do that.
Elves and dwarves could be made more attractive. A toolkit can be used to improve a standard ability. Would you really want an elf barbarian anyway? It's handy that human is the best for that class. You could limit a barbarians ability to wear armour and give dwarves a +BP to make them an option as well.
It's difficult without changing the others because you've got a flail and broardsword at the same price. Without changing the others it would have to be 275gp and one handed. Shortswords can attack with two in melee so it can just attack diagonally and be thrown. The halberd 425gp.
You might like this rule. I was thinking of using it but I'm not even going to bother with ranges, maybe with throwing weapons. Instead of attacking with pull power on one square and not even being able to reach the next square along you could give ranged weapons a penalty of -1 skull for every square (or two or three) past their range.
Gold Bearer wrote:Arh! But it doesn't make sense. How about letting him try to steal from people between quests then?
Gold Bearer wrote:You've played an Elf barbarian? Next you'll be telling me you've played a dwarf wardancer?
Gold Bearer wrote:Yea I'm not being nasty but those values are kind of broken.
Gold Bearer wrote:I thought so, although I should of said dice instead of skulls, like short range and long (maybe over half) range. Just in case anyone else is thinking of doing it.
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