These are short, only 9 skills but I think it'll be plenty. This requires a bit more background explanation though
Notes:
1) I previously had hero-specific skills that were tied into an advancement system based on number of quests completed. Specific skills were granted to all heroes, even spellcasters. I found this led to an overabundance of cards, and reduced the importance of spells and items. For instance, my wizard had his 9 spells, plus 2 or 3 skills, PLUS his potions and items!! That's just too much to choose from.
2) So, the skills in THIS set are intended for use only by the Barbarian, the Dwarf and the Monk. The "skills" for the spellcasters should remain just that, their spells.
3) First, 6 skills are available, then a new skill is introduced for every 3 quests completed. They are meant to all be fairly balanced, like hero spells.
4) Similar to the spell selection process by the Elf and Wizard (and Bard in my custom set) each hero will take turns choosing an allotted number of skills. The Monk may choose 3 skills, the Dwarf 2, and Barbarian chooses 1 skill. The choose in that order, one at a time, until each Hero has their share.
5) Reasoning: The monk has low body points (only 3!) but high attack, so may choose more skills to offset his body point handicap. (a "glass cannon" remember?) The barbarian will have an all-the-time extra +1 attack die, so I felt any more than 1 skill would make them too powerful, diminishing their importance as the frontline fighter. The dwarf will start with a dagger, and 2 skills, plus the trap disarming skill to fit right in the middle between the monk and the barbarian.
Thoughts: I am considering calling these "Combat Spells," and replacing all instances of the word "skill" with "spell," so that the "cast a spell" action is a universal action to all heroes, and any potions or artifacts that affect spellcasting may also be used for these, furthering my goal of modularity with this set.
Of course, even if they were called "Combat Spells" they would not be available for use by the "true" spellcasters, at least, not in addition to the spells they already can choose from, and the Barbarian, Dwarf, and Monk would not be able to use the other spell groups. (This sort of limitation mechanic among spell groups functions like the Elf Quest pack, how the Wizard may not choose from the Elf Spells, but the Elf can.)
This is my newest addition of card sets. It's meant to be less complicated to play with on the front end, but required some thinking about on the back end.
Any feedback is welcome, as always.
More card sets I'm working on:
[revised] Encounter Cards here: viewtopic.php?f=34&t=2828
[revised] Artifact Cards here: viewtopic.php?f=34&t=2826
[revised] Chaos Spell Cards here: viewtopic.php?f=34&t=2822
[revised] Hero Spell Cards here: viewtopic.php?f=34&t=2821
[revised] Monster Cards here: viewtopic.php?f=34&t=2820
[revised] Equipment Cards here: viewtopic.php?f=34&t=2818
[revised] Lone Monster Cards here: viewtopic.php?f=34&t=2816
[revised] Settlement Cards here: viewtopic.php?f=34&t=2813
[revised] Treasure Cards here: viewtopic.php?f=34&t=2812






























