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10 Custom Characters: Are they *mostly* balanced?

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

Postby Count Mohawk » December 16th, 2015, 8:40 pm

Among other things, diagonal movement lets you neatly sidestep those obnoxious traps right in front of the doors, as well as slip in between monster formations for a cleaner shot at the bosses. I would think these two powers alone make the Monk very useful.


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

Postby Gold Bearer » December 17th, 2015, 5:38 am

I thought about letting everything move diagonally at a cost of 1.5 movement. The reachable range would make a lot more sense. In heroquest it creates a diamond shape, in space crusade (that allows diagonal movement) it creates a square. If you can move diagonally at a cost of 1.5 it creates a circle.
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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby Anderas » December 17th, 2015, 7:57 am

Now you have the digital movement discussion like elsewhere the diagonal line of sight discussion.

Can you move diagonally between two fields occupied by monsters? Or one field by wall and the other field by a Monster?

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

Postby cornixt » December 17th, 2015, 10:44 am

I have diagonal movement in my version as a racial feature of an Elf. He/she can step into any adjacent square that they have normal line-of-sight to, which in my version does include diagonally between two creatures/objects.


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

Postby GimmeYerGold » December 17th, 2015, 11:30 am

cornixt wrote:I have diagonal movement in my version as a racial feature of an Elf. He/she can step into any adjacent square that they have normal line-of-sight to, which in my version does include diagonally between two creatures/objects.


I would rule it like this too for the monk. As far as that squeezing between objects, flavor-wise, the player can just imagine their monk character using acrobatics to flip over or sliding between the obstacles or monsters.


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

Postby GimmeYerGold » December 30th, 2015, 11:36 pm

Updated the Barbarian, the Ranger, and the Wizard with some unique abilities, hoping for a *mostly* balanced feel here too:

I thought this skill for the Barbarian would be more useful and strategic fun for the player to use, more so than just a static bonus to attack, etc.:

Image

This one for the Ranger is an improvement on a new thrown weapon recovery action. See the actions below for clarification.

Image

The Wizard's ability is the most unique, but I thought it would be a nice tactical/utility infinite-use spell that could be relied on even when the wizard has exhausted all the rest.

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Also, here are the updated actions to include a general rule for recovering lost thrown weapons, which can be done when no monsters are in sight, making the ranger's skill useful:

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

Postby Dougy Destroyer » December 31st, 2015, 3:15 am

Great characters, diversity and a lot of good ideas.

Can the Monk use a shield and therefore increase his attack?

How does the attack and defense rotation work with the fighter's ability to dual wield? Does he attack twice (combing his total from both weapons) and then the monster defends or does the monster get to defend against each weapon?
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Re: 10 Custom Characters: Are they *mostly* balanced?

Postby GimmeYerGold » December 31st, 2015, 11:35 am

Dougy Destroyer wrote:Great characters, diversity and a lot of good ideas.


Thanks Doug!

Dougy Destroyer wrote:Can the Monk use a shield and therefore increase his attack?


He has wizard restrictions on armor, so he cannot equip a shield, but there is a headband and a cloak he can purchase that will up his attack to 4 dice.

Dougy Destroyer wrote:How does the attack and defense rotation work with the fighter's ability to dual wield? Does he attack twice (combing his total from both weapons) and then the monster defends or does the monster get to defend against each weapon?


The fighter would attack once, the monster defends, and then the fighter would attack again, and the monster defends. I have an auto-retaliation mechanic for when a figure is attacked, and only after both attacks and defenses could the monster retaliate (that is, if they survive!)


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