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captain/ knight general

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captain/ knight general

Postby DullandRusty » Wednesday November 29th, 2017 2:18am

thinking about making a hero that is a melee class. he/she is a general or captain of knights. using a leveling system based upon x amount of quests gets a new level up the hero gains a free soldier to join him at the start of each quest. the hero can level 3 times over the course of all the expansions (so he can run a quest with a three soldiers joining him when he has leveled 3 times). the hero can choose from 3 soldier types: a melee with a shield (has 2 defend dice and 1 attack dice), a 2 handed melee soldier with a flail (can attack diagonally) who has 2 attack, 1 def dice) and a range soldier (1 and 1) but can shoot ranged attack with bow). the hero has 2 skills, one which can be cast once per quest which is called "battlecry" in which the soldiers gain an extra attack or defense for x amount of turns (not sure how many, maybe just 1), the second skill can be used multiple times which is called "duty of sacrifice"in which he can have a soldier that is in the same room with him take the attack that is targeted against the hero (more than likely this can only be used a max of 3 times at end game quests, as the soldier performing the action will likely die upon it, and thats if the soldiers havent been killed by monsters earlier in the quest (no living soldiers = unable to perform the skill). otherwise he is a pretty straight forward melee character with stats to be determined later. not too many crazy things that destroy the gameplay, as the soldiers arent super powerful and will likely be lost over the course of the quest. any thoughts?
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Re: captain/ knight general

Postby DullandRusty » Wednesday November 29th, 2017 2:22am

i should add that the soldiers can be sent to look for traps etc. which may likely get them killed while springing the trap (what kind of general would he be if he went and did the dirty deeds himself when he could instead send his underlings to go be cannon fodder?)
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Re: captain/ knight general

Postby Geofonos » Wednesday November 29th, 2017 3:50am

DullandRusty wrote:thinking about making a hero that is a melee class. he/she is a general or captain of knights. using a leveling system based upon x amount of quests gets a new level up the hero gains a free soldier to join him at the start of each quest. the hero can level 3 times over the course of all the expansions (so he can run a quest with a three soldiers joining him when he has leveled 3 times). the hero can choose from 3 soldier types: a melee with a shield (has 2 defend dice and 1 attack dice), a 2 handed melee soldier with a flail (can attack diagonally) who has 2 attack, 1 def dice) and a range soldier (1 and 1) but can shoot ranged attack with bow). the hero has 2 skills, one which can be cast once per quest which is called "battlecry" in which the soldiers gain an extra attack or defense for x amount of turns (not sure how many, maybe just 1), the second skill can be used multiple times which is called "duty of sacrifice"in which he can have a soldier that is in the same room with him take the attack that is targeted against the hero (more than likely this can only be used a max of 3 times at end game quests, as the soldier performing the action will likely die upon it, and thats if the soldiers havent been killed by monsters earlier in the quest (no living soldiers = unable to perform the skill). otherwise he is a pretty straight forward melee character with stats to be determined later. not too many crazy things that destroy the gameplay, as the soldiers arent super powerful and will likely be lost over the course of the quest. any thoughts?


It's a nice idea. The Battlecry skill reminds me of the Diablo 2 barbarian skill tree of warcries which was similar. Other than that, he sounds just like a necromancer (that can raise skeletons, mummies, zombies and use necro spells maybe) but in a more "warrior" style approach. I like it!


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Re: captain/ knight general

Postby j_dean80 » Wednesday November 29th, 2017 3:50pm

Sounds a lot like Mercenaries that Heroes can already hire. Way too many bodies on the board.
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Re: captain/ knight general

Postby DullandRusty » Wednesday November 29th, 2017 7:55pm

i should have added that we play without mercenaries in our campaign, so the only character to have underlings would be this hero. but i do agree it runs the risk of having too many pieces on the board. that's one of the reasons they are low bp...they die off pretty quickly, so the hero will have to face some peril sooner or later. the one thing i do like about it is that the hero can strategize whether to have them serving near him or send them out in multiple directions for tasks and coordinated efforts. we have had a our player set up an ambush of sorts as well. he had his hero with the two melee guys attacking a monster in a corridor, while leaving the ranged soldier down a corridor that ran perpendicular. The hero and melee essentially chased the monster who fled and ran down the hall, turning down the other corridor where the crossbowman soldier was waiting to pepper it with arrows. It just adds some other strategy elements a single player can incorporate.
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Re: captain/ knight general

Postby j_dean80 » Wednesday November 29th, 2017 8:13pm

I would keep Mercenaries available for the later Packs. Instead of creating new soldiers for the new Hero, I would just give him free Mercenaries for a reward. I limit number of Mercenaries Heroes can hire. He can regain his free amount before each Quest.
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