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Gold Bearer wrote:I'm not sure about the paladin. He's a barbarian with different starting equipment that balances out but he has an extra very useful ability. That makes him overpowered and the barbarian pretty pointless other than starting with an extra attack dice. At least in the standard game he's the only one with 8BP.
I don't think 8BP/2MP is right for a paladin anyway. I would have thought 6BP/4MP or one either way at most. Also it says he can use his skill many times? How many? As many as he likes as long as he has enough BP? The others seem okay.
Gold Bearer wrote:I'm not sure about the paladin. He's a barbarian with different starting equipment that balances out but he has an extra very useful ability. That makes him overpowered and the barbarian pretty pointless other than starting with an extra attack dice. At least in the standard game he's the only one with 8BP.
Gold Bearer wrote:I don't think 8BP/2MP is right for a paladin anyway. I would have thought 6BP/4MP or one either way at most. Also it says he can use his skill many times? How many? As many as he likes as long as he has enough BP? The others seem okay.
Gold Bearer wrote:I think it would be nicer if race did have some kind of effect on the game. Maybe three new artifacts, one for each race and possibly one for spell casters.
GimmeYerGold wrote:Question: Do you think if it was limited to once per Quest, but the Paladin could choose how many points to heal and then lose, that it would help bring balance?
StratosVX wrote:GimmeYerGold wrote:Question: Do you think if it was limited to once per Quest, but the Paladin could choose how many points to heal and then lose, that it would help bring balance?
Actually, when I read it, I thought the player would choose how many points he could heal.
clmckay wrote:These are really excellent.
My only things to consider are:
The Paladin, I agree that his stats may be too high. 6BP/4MP does feel better, and I think that would be less prone to, lets call it abuse, than 8BP when it comes to unlimited use of the ability and give the Varbarian something to be unique with.
The Bard, the second ability feels clunky. Almost too little. What about 1 Red Die x10 when selling, hiring or buying?
Thief, I understand he's a dwarf replacement, but flavor wise it may make sense to add some thievery. I dunno exactly what, maybe a bonus on chests/treasure searches? Or maybe steal from monsters somehow (that may be too unwieldy). If you play with locked doors and keys, maybe he could bypass those without keys... His BP also feels 1 or 2 too high to me (I feel that way about the Dwarf too).
Monk, like the ability, seems well balanced. I would drop his BP to 5 as a personal preference, 6 just flavor-wise feels too high to me.
Rest - to me, perfect. I'd drop them in my games without touching anything and I bet they'd be perfectly balanced.
clmckay wrote:I'm trying to imagine the Paladin. Above all, you know your players and have to design for them.
I see mine with 2 heavy hitters at the front, the Paladin behind them, and the Wizard at the back of the room healing the Paladin out the wazoo. Definitely your description of a blood bag! I'm not seeing him as a heavy hitter, just because it is so tempting to keep him at full BP, behind ranks touching the big guys every couple turns and the Wizard behind him tanking him up.
I wouldn't limit his ability to use to just once per quest though. I like free use, just a tad smaller blood bank.
Its neat to hear your version of a Paladin. I always thought of them as sort of general knights, in service to some sort of higher power. I'd never thought of them as a barbarian type.
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