Okay, I'm going to try to make a case for this Paladin!
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.
This was the trickiest one for me. Originally, the Paladin just had the different starting armor, no special skill. I wanted to add something unique, that if put in to practice, would help others, but hurt himself, and limit his capacity as a frontline warrior. As is, a Ranger (Elf) can cast a spell that can ostensibly heal 4 body point of damage on himself or another hero, loses nothing but the spell itself, and still has 2 other spells to cast, but for the Paladin at full health to heal 4 body points of damage (on another *adjacent* Hero *only*) knocks himself down to 4 body points, so he must be very careful now. Since he has this ability, he will be expected to use it to help his friends from time to time, so his 8 Body Points total perk is diminished as both a damage sink and healing sink.
The Barbarian on the other hand, can be more reckless with his 8 body points, and use them in the traditional "barbarian" fashion.
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.
I see what you mean, but with the other characters I already have, I wanted to have 2 heroes of each Body+Mind = 10 breakdown, no overlaps, (putting the Fighter at 8/2 would be too OP, for sure) and in a lot of ways, to distinguish a Paladin from a Cleric, I like to play the Paladin as a "legitimized" Barbarian, a Tank with a mission, holy or otherwise, and light on the spells/brains, but still heedful of right/wrong and helping others. Yes, the paladin can ostensibly use the ability more than once, and loses BP each time he heals, for the same amount healed. Some players might see him as a Blood Bag!
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?
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.
I would like to factor this in too, but haven't thought of a way right now that keeps it simple, or wouldn't be exploited by my heroes! And also, I've a habit of letting my rules sprawl out of control. I could have just have easily made the Bard a Halfling or Hobbit character, and kept the Elf and Dwarf, but I like seeing my players create roles for themselves, and 10 different characters to choose from seems like a good start for customization! There isn't too much wiggle room for simple minutiae when it comes to stats+perks in HQ, without rewriting the rulebook
