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Perking the Barbarian's combat skills

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

Skill for Barbarian's combat

Poll ended at Thursday January 10th, 2019 4:53pm

No need, leave Barbarian as is
5
56%
Add 1 extra combat dice to all melee weapons (he may never exceed 6 Attack Dice)
4
44%
Allow the Barbarian to reroll all black shields once
0
No votes
If no skulls are rolled count black shields as hits
0
No votes
Reroll all dice once if no skulls are shown
0
No votes
All black shields count as skulls until the Barbarian drops below 6 Body Points
0
No votes
 
Total votes : 9

Perking the Barbarian's combat skills

Postby wallydubbs » Tuesday December 11th, 2018 4:53pm

A very good point was made in this forum:http://forum.yeoldeinn.com/viewtopic.php?f=143&t=2685&start=20

Attack strength is carried by the weapon, not necessarily the character. Inevitable the Elf and Dwarf can match, or even surpass the Barbarian's battle skills by picking a larger weapon. Once matching the Barbarian's weapon the Dwarf is only behind by 1 body point, while having an extra mind point and the ability to disarm traps. Should the Barbarian, therefore, have an extra perk to his attack, or do you think it is accurately simulated through his Body Points (endurance)?

Bare in mind all of the above options are strictly during melee and, throwing daggers or crossbows don't count.
Last edited by Daedalus on Thursday May 13th, 2021 7:59pm, edited 1 time in total.
Reason: moved topic from General Heroquest Discussion room


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Re: Perking the Barbarian's combat skills

Postby The Admiral » Tuesday December 11th, 2018 5:32pm

I cover this sort of thing with warrior training. Once per Hero, after a prolonged quest such as the Frozen Horror, for 500 gold coins a Hero may acquire a skill. For the Barbarian these are as follows:
1) Weapon Skill = +1 die on hand to hand combat
2) Strength = May wield a two handed weapon in one hand
3) Power = If 1+ BP's are inflicted after defence dice have been rolled, an extra BP is added to the damage.
4) Expert Fighter = May reroll one combat die on hand to hand attack.
These are designed to turn the Barbarian into a hand to hand beast. The skills of the other Heroes take them off in different directions to enhance their aspects e.g. ranged combat for the Elf.
Over time it means the Elf won't want the Battleaxe, and will not use it as effectively if he has it.

I'm a Giant Wolf! and I eat :barbarian: 's for breakfast.


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Re: Perking the Barbarian's combat skills

Postby cornixt » Wednesday December 12th, 2018 10:36am

You could just have the strongest melee weapon be Barbarian-only.


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Re: Perking the Barbarian's combat skills

Postby wallydubbs » Wednesday December 12th, 2018 11:40am

Well, Sjeng did design a weapons card called Bastard Sword... he marks that it can't be used by the Wizard or Elf, but I could mark it for Barbarian use only.


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Re: Perking the Barbarian's combat skills

Postby lestodante » Wednesday December 12th, 2018 2:11pm

The Barbarian is ok, we should do a poll on how to make the Dwarf better, because as you sayd in the first topic "Once matching the Barbarian's weapon the Dwarf is only behind by 1 body point"! So at the end, the dwarf is just a weaker barbarian!!!


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Re: Perking the Barbarian's combat skills

Postby wallydubbs » Wednesday December 12th, 2018 2:29pm

The compensation, therefore, is 1 Body Point is equal to 1 mind point and the superior ability to disarm traps.
The Barbarian doesn't necessarily have the Talisman of Lore.
My point was that the Barbarian is supposed to be "The Greatest Warrior of all" as it says on his character card, as opposed to the Dwarf who is just "a good Warrior." Asides from the 1BP=1MP and trap disarm there is no distinguishing difference once they both max out.
The Barbarian is supposed to be better at combat, just as the Dwarf is better at disarming traps even if the Barbarian has a tool kit.


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Re: Perking the Barbarian's combat skills

Postby mitchiemasha » Wednesday December 12th, 2018 8:21pm

As mentioned in the other thread... Use the Barbarians starting stat of 3d6 as a 2 +1Ad6. Now what ever weapon he has it's always +1. Meaning he doesn't start with the Broadsword, just a standard weapon, like the Dwarf and Elf.

Base stat for all characters is 1Ad6.
Barbarian in Hand to Hand 1Ad6 +1Ad6 = 2Ad6
With a short Sword 2d6 +1Ad6 = 3d6
With Broadsword 3 +1Ad6 = 4Ad6

Now he really is "The Greatest Warrior of all"

The +1 is only in close combat so wouldn't apply to Crossbow. In the same manner, if using the Warrior model from advanced Heroquest, his stat is +1Dd6. Giving us the variation to the Barbarian. Fitting as he's into his armour and not half naked.


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Re: Perking the Barbarian's combat skills

Postby wallydubbs » Thursday December 13th, 2018 7:24am

That's what I was leaning towards, that or a maxed out weapon only the Barbarian could use... but it seems as if the rest of the community think he's fine as is.


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Re: Perking the Barbarian's combat skills

Postby The Admiral » Thursday December 13th, 2018 8:00am

wallydubbs wrote:That's what I was leaning towards, that or a maxed out weapon only the Barbarian could use... but it seems as if the rest of the community think he's fine as is.


I think he is fine as he starts. I just think he should earn his upgrades, and the ones you have listed are all reasonable options.


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Re: Perking the Barbarian's combat skills

Postby Maurice76 » Thursday December 13th, 2018 8:42am

I always felt that the Barbarian was lacking in diversity with respect to the Dwarf by the time we're talking about 4 dice equipment load-out. Never really understood why MB allowed the barbarian to go so bland by late game and have nothing that really sets him apart.

I'd say it would be good if he had a standard perk that allows him to wield a 2-handed weapon in a single hand. Another good candidate would be to allow him to dual-wield single-handed weapons, also allowing two attacks per round. You could combine that, but I'd say that it would make him too powerful.


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