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Goblin-King wrote:Gentleman... Just no...
My association with that word is a chap in a suit saying Daaaarling while holding a glass of wine. Da fug is he doing with a party of battle hardened dungeon crawlers?
knightkrawler wrote:What about Cavalier?
drathe wrote:Goblin-King wrote:Gentleman... Just no...
My association with that word is a chap in a suit saying Daaaarling while holding a glass of wine. Da fug is he doing with a party of battle hardened dungeon crawlers?
Daedalus wrote:Crusader I'd limit the use of a Holy Vigil to once a combat--it's powerful and would introduce choice. If you want it always on, I'd say don't have it affect a monster's attacks.
Daedalus wrote:Brigand Awarding up to 3 extra Attack Dice seems like a lot. If it play tests as OP, try only one ally getting the bonus. I like the double hand axes, though even one could suffice as a start.
Daedalus wrote:Thief Feels like it does't measure up to a Dwarf. The tool kit re-roll is fine, but I prefer a Treasure Card redraw option as it can help in each room and make a Thief shine.
Daedalus wrote:Cleric I'd allow 6 Body Points because his Holy Mantras are no more powerful than a spell group.
Mage Double spell effect for 1 Mind Point less makes a Mage way better than a Wizard. Maybe successful empowering can cost a Mind Point to introduce a limit and save dice rolling. Can a Mage use artifacts as a Wizard?
Alchemist Seems weak compared to a Wizard. Maybe bump Mind Points or Body Points by one. How about adding or substituting half-cost potions at the Alchemist's Shop?
Daedalus wrote:Halfling I'd bump the Body Points up to 5 to help with survivability. If you limit weapon choice, I'd even go up to 6 Body Points. Perhaps a straight -1 Attack Die to weapons could even work, with a minimum of 1 AD. Hmm--more complication.
Daedalus wrote:Revenant Change to...weak against magic. I think a Revenant should be tougher to kill--say 8 Body Points or "either a black or white shield blocks a hit" (no re-roll.) Another way to go would be to use alternate healing.--a Revenant is undead, after all. No healing spells, scrolls or potions, but restore 1 Body Point for each kill (except Skeletons, Zombies, or Mummies.)
Daedalus wrote:Berserker I'd reword it this way: "When you kill an enemy you may cleave into one other adjacent enemy using any misses for the extra attack...." It seems strange that if a Berserker rolls all skulls he can't cleave. My preference would be to use excess skulls for the cleave, saving a re-roll.
mikemacdee wrote:Daedalus wrote:Brigand Awarding up to 3 extra Attack Dice seems like a lot. If it play tests as OP, try only one ally getting the bonus. I like the double hand axes, though even one could suffice as a start.
Not sure where you got "up to 3 extra dice." You mean one to each of the other heroes? Either way, this guy and the Savant need to be tested thoroguhly before I'll know what to do with 'em.
mikemacdee wrote:Daedalus wrote:Thief Feels like it does't measure up to a Dwarf. The tool kit re-roll is fine, but I prefer a Treasure Card redraw option as it can help in each room and make a Thief shine.
I was worried if I gave him the Dwarf's disarm skill there wouldn't be much difference between them. And the bonus treasure represents his burgling and pickpocketing between quests; I'm not sure how to explain a treasure redraw without magic being involved.
mikemacdee wrote:Daedalus wrote:Cleric I'd allow 6 Body Points because his Holy Mantras are no more powerful than a spell group.
Mage Double spell effect for 1 Mind Point less makes a Mage way better than a Wizard. Maybe successful empowering can cost a Mind Point to introduce a limit and save dice rolling. Can a Mage use artifacts as a Wizard?
Alchemist Seems weak compared to a Wizard. Maybe bump Mind Points or Body Points by one. How about adding or substituting half-cost potions at the Alchemist's Shop?
I like pretty much all of these suggestions and adjusted accordingly. I dunno about a discount on potions for the Alchemist though. You don't think it'd make him too OP'd if he can buy cheap heals all the time?
mikemacdee wrote:Daedalus wrote:Halfling I'd bump the Body Points up to 5 to help with survivability. If you limit weapon choice, I'd even go up to 6 Body Points. Perhaps a straight -1 Attack Die to weapons could even work, with a minimum of 1 AD. Hmm--more complication.
I think his movement dice and the fact that monsters can't block him balance his frailness pretty well. Although I'm debating a "no two-handed weapons" restriction for the little twerp.
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