So I'm trying to figure out and balance this hero, and I'd appreciate some help!
The core concept of the hero is a sort of "shamanic beast master", who is at all times accompanied by a mystic beast.
At the beginning of the quest, and at the beginning of every turn of yours, you choose the shape of the mystic beast: wolf, bear, or panther. It is controlled by the player the same as mercenaries etc.
The mystic beast mirrors the hero's statistics, including bonuses to attack and defense from gear.
The beast's body points and mind points are tracked separately from the hero's, and changing the beast's shape does NOT reset its BP and MP.
If it reaches zero BP or MP, it is gone for the current quest, but it is available again for the next game.
The three different beast shapes grant different bonuses to both the hero and the beast: the wolf grants +1 attack die; the beat grants +2 defend dice; the panther grants an extra movement die and the ability to move through opponents.
So, these are the bits I don't really want to change, because I'm really happy with how it all works on the board: the hero is super fun to play because you can, at every turn, adapt your hero to the strategy you want to pursue or the situation you're currently facing.
I can see this hero is VERY powerful:
He has endless uses of specific buffs (+1 AD; +2 DD; +1MD & special movement)
He controls two virtually identical pieces on the board (the hero and the beast having the same statistics), meaning you are able to deliver 2 attacks, use your beast as a meat shield to pin opponents, block passages, etc.
What this is means is the hero needs some heavy nerfing with the BP & MP stats, starting gear, and usable gear.
My current version is: 5 BP & 4 MP, starting with a staff (so 1 AD & 2 DD), and unable to use metal armor (that's helmet and chain/plate). Shield is allowed.
As I said before, the character is very fun to play because every turn you get to decide if your best option is tank enemies and hold the line (bear), make stronger attacks (wolf), or move faster & outflank enemies by moving through them (panther). It is visually satisfying because you get to swap the beast's mini every time you change its shape (I use the bear, wolf and panther from the 2011 Drizzt & Ashardalon D&D board games). It is comfy to play because you only need to track the beast's BP and MP, for everything else you use the same statistics as the hero's.
In play it is, of course, very strong. So here's a list of possible nerfings or limitations I'm considering:
- BP may be lowered to 4, as you'd still get 4 for you and 4 for you beast, still totaling 8.
- Giving it "same gear restrictions as the wizard". I don't particularly like the idea of a character who cannot progress with new gear, especially considering that this is a hero that you basically fight monsters with, and that the expansions introduce mightier and mightier monsters.
- No gear limitations but "you pay twice the cost for new gear" (because it needs to be consecrated or something), thus slowing down the gear upgrade speed.
- Making a custom list of usable weapons and armor, thus setting specific limitations to top weapons and armor.
What should I do? What would you do? Some of the above? Something else entirely?