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10 Custom Characters: Are they *mostly* balanced?

Discuss the creation of new Heroes and share Heroes you've created.

Re: 10 Custom Characters: Are they *mostly* balanced?

Postby clmckay » Monday December 14th, 2015 11:46pm

Yeah...I think that's a good distribution.

I like the barbarian as 8/2, since he doesn't have any other abilities. I really like all the abilities you've come up with. They're simple and keep with vanilla HQ flavor.

Clunky wasn't the right word. I do think 2 Red Dice helps with tha ability, I hadn't figured on the other players using his ability for themselves.

I think these are really well balanced. One thing that bothers me about quite a few custom characters is over complicated abilities/racial bonuses. Also, they tend to all "tank out" in the same way rather quickly. However, you've managed to build in a way for the monk and fighter to self limit and the Wizard/Druid have the regular restrictions. I think that shows a lot of creativity and thorough understanding of the game. Have you considered restricting one or two of the others to not using two-handed weapons? I'm not sure that is at all nessasary, but could further stifle "tanking" (I like that verbiage).

Very nice. I see these matching the game perfectly.


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby Count Mohawk » Tuesday December 15th, 2015 12:39am

I don't have a problem with the Paladin when presented with his stat and skill spread in a vacuum. The ability allows the player to correct any minor fluctuations in luck between the characters, or even to spread the power of a healing Spell or Potion around, while the fact that the ability produces no net gain in Body Points by itself keeps the skill balanced. However, he is strictly better than the Barbarian, who has the same stat spread as the Paladin but no ability. Therefore, the only reason players would take the Barbarian would be if someone else has already taken the Paladin.

Some players give the Barbarian an extra combat die when attacking to fix his lack of unique skills. Other players think this too strong. If you wanted to go in this general direction, however, some weaker options include "reroll one Walrus when attacking" or "count up to one Walrus as a skull". If you have colored dice, you can replace one of his (White) dice with a Black, but I wouldn't print that on the card since not everyone will have those.

The Fighter can get pretty crazy with two Longswords in hand, but I don't think this is so much better than just the one Battle Axe that it deserves a nerf.

What counts as "heavy armor" as per the Monk's rule? Helmet, shield, mail? ...Bracers? Whether he's balanced or not depends on how high his Defense score can go; if it's 3, he's clearly too weak, while 5 would lean a little on the heavy side (but perhaps not totally overweight). 4 would match other Heroes with a Battle Axe, Chain Mail and a Helmet (plus a neat combo with Rock Skin), although then there's not as much point to playing him over someone else who could get to 4/4 and have another power on top.

You could alter the Bard's money-generating power to either reduce the price of equipment he buys by 10% or increase the value of stuff he sells by 10-20%. I was almost on board with clmckay's suggestion of :roll6: x10, but then the Bard can generate infinite money buy repeatedly buying and selling Daggers.

The rest seem balanced among each other. Nice spread!


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby GimmeYerGold » Tuesday December 15th, 2015 1:13am

Count Mohawk wrote:I don't have a problem with the Paladin when presented with his stat and skill spread in a vacuum. The ability allows the player to correct any minor fluctuations in luck between the characters, or even to spread the power of a healing Spell or Potion around, while the fact that the ability produces no net gain in Body Points by itself keeps the skill balanced. However, he is strictly better than the Barbarian, who has the same stat spread as the Paladin but no ability. Therefore, the only reason players would take the Barbarian would be if someone else has already taken the Paladin.

Some players give the Barbarian an extra combat die when attacking to fix his lack of unique skills. Other players think this too strong. If you wanted to go in this general direction, however, some weaker options include "reroll one Walrus when attacking" or "count up to one Walrus as a skull". If you have colored dice, you can replace one of his (White) dice with a Black, but I wouldn't print that on the card since not everyone will have those.


What do you think if the Paladin had 7/3, with the same power, and the Barbarian was the only hero with 8/2?

Count Mohawk wrote:The Fighter can get pretty crazy with two Longswords in hand, but I don't think this is so much better than just the one Battle Axe that it deserves a nerf.


I was hoping this would pan out to about even. Likely, a fighter would dump more gold into weapons and consider armor lastly. Two longswords are quite more expensive than one battle axe.

Count Mohawk wrote:What counts as "heavy armor" as per the Monk's rule? Helmet, shield, mail? ...Bracers? Whether he's balanced or not depends on how high his Defense score can go; if it's 3, he's clearly too weak, while 5 would lean a little on the heavy side (but perhaps not totally overweight). 4 would match other Heroes with a Battle Axe, Chain Mail and a Helmet (plus a neat combo with Rock Skin), although then there's not as much point to playing him over someone else who could get to 4/4 and have another power on top.


Yes, the rock skin would be an ideal power up for the monk. If I could toss in one more power for him, I think he'd be good because I'm considering dropping him to 5/5, and a cloak and headband would only put him up to 4/4 attack/defense with his barehanded power. However, he can use crossbows, and heavy blunt weapons. Even at 6/4, I think your point is valid. I don't have enough room on the card to add another perk though. Hmmm... :?:

Count Mohawk wrote:You could alter the Bard's money-generating power to either reduce the price of equipment he buys by 10% or increase the value of stuff he sells by 10-20%. I was almost on board with clmckay's suggestion of :roll6: x10, but then the Bard can generate infinite money buy repeatedly buying and selling Daggers.


I did some quick math, and on average with rolling 2 red dice and getting. Back the sum, buying and selling back the same dagger can generate a net gain of 1 gold coin each buy/sell. This is a toilsome exploit, and I don't see it being something the players would actually use, but shows it functions as a gainful perk, but not too overpowered.

Count Mohawk wrote:The rest seem balanced among each other. Nice spread!


Thanks Mohawk! great insights, as always :)


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby Anderas » Tuesday December 15th, 2015 2:08am

For me the Paladin was always somebody fighting in the first rank. The healer ability would make him stay back.

Maybe you make two heroes from this one: the Healer with the transfer ability and the Paladin with a defensive ability, like, replacing two of his defense dice by green defense dice.


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby Gold Bearer » Tuesday December 15th, 2015 4:27am

Count Mohawk wrote:However, he is strictly better than the Barbarian, who has the same stat spread as the Paladin but no ability. Therefore, the only reason players would take the Barbarian would be if someone else has already taken the Paladin.
This was the real problem. If the barbarian is the only one with 8BP/2MP then it works a lot better, he should have something that makes him unique.

I do think swapping any amount of BP at a time and doing at as often as he likes is overpowered though. The easiest way for the EWP to kill a hero is to pick on one of them and this completely negates that so it's quite a powerful ability. Only swapping one BP at a time but an unlimited amount of times is another option. Not being able to use his skill in combat would help to tone down its effectiveness and make him a front rank warrior type.
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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby clmckay » Tuesday December 15th, 2015 6:54pm

I've been thinking about these off and on today. They feel good, with just those minimal changes.

I went back and looked at the monk since Count was concerned that there may not be much reason to choose him over another class. I see some validity there. I think the flavor of the character may be enough of an offset though. However, if you are considering adding something more to make him unique, what about a set of "Skills"? You already have a nice pool to draw/modify from as you've done Skill Cards in the past.

I like the Paladin as having an integrated healing ability. I think flavor-wise that fits my mental image of the Paladin.

An ability you could consider adding into one of them (maybe Monk or thief) to differentiate would be a 3 Red Dice movement (or some derivative thereof).

I've been a user of your card system for quite sometime. These characters will definitely find use at our game table. I will work them in the next time someone dies. Not sure exactly how yet, maybe random draw, maybe set up for a specific one, but they will make it in. These fit your card system to a "T".


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby Bareheaded Warrior » Tuesday December 15th, 2015 6:58pm

It seems a little odd that the Monk would be worse off being armed with a staff than being unarmed (US version staff has only 1 attack die)?

Seems to be one of those common fantasy myths that someone can spend decades training to fight without weapons but give them a dagger and they suddenly lose the ability to dodge, punch, block, kick plus their sense of timing, co-ordination, conditioning and so on ;)

Much of the rest of your list equates to what I have planned for my character range;

Barbarian
BP: 8, MP: 2, A: 3, D: 2
Broadsword (350), Dagger (50), Padded Jack (250)

Dwarf
BP: 7, MP: 3, A: 2, D: 2
Hand Axe (150), Dagger (50), Tool Kit (200), Padded Jack (250)

Elf
BP: 6, MP: 4, A: 2, D: 2
Caster (3), Short Sword (150), Dagger (50), Padded Jack (250)

Wizard
BP: 4, MP: 6, A: 2, D: 2
Caster (9), Staff (100), Dagger (50), Padded Jack (250)

Ranger
BP: 6, MP: 4, A: 2, D: 2
Bow (250), Hand Axe (150), Dagger (50), Padded Jack (250)

Halfling
BP: 5 MP: 5, A: 2, D: 2
Short Sword (150), Dagger (50), Sling (150), Padded Jack (250)

Rogue
BP: 6, MP: 4, A: 2, D: 2
Club (100), Dagger (50), Padded Jack (250), Picklock Tools (150)

Rat Catcher
BP: 6, MP: 4, A: 2, D: 2
Sling (150), Dagger (50), Padded Jack (250)

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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby GimmeYerGold » Wednesday December 16th, 2015 11:42am

Y'all's feedback has been really helpful. Thanks so much! Here are the suggestions complied for the Paladin here, and the tweaked Bard gold bonus, and I'm offering up some additional skills to the Thief, and the Monk too.

Edits, here we go!

Image

Image

Image

Image


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby clmckay » Wednesday December 16th, 2015 1:06pm

Nice.

Diagonal Movement....good thinking! The Theif's ability is also a nice match!


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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby GimmeYerGold » Wednesday December 16th, 2015 6:28pm

clmckay wrote:Nice.

Diagonal Movement....good thinking! The Theif's ability is also a nice match!


Thanks! I do feel like the extra Thief ability would be desirable for a party of adventurers.

I hope someone selecting the Monk would feel that the diagonal movement is a worthy feature, and offers a balance. It can alter battle strategy, and put him in dynamic positions, and give him the opportunity to bypass obstacles that would leave other heroes in the dust. Diagonal movement could be like an acrobatics feat? :)


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