by Anderas » August 12th, 2015, 9:39 am
Currently i am thinking about the same.
I got my german dice some weeks ago, and ever since i am thinking about possibilities to build them into a nice deck of equipment and artifact cards.
I am about to finish my Base Quest Book, and then that's the next point on the Agenda.
I want the Wizard to max out at 5 Defense dice and 3 Attack dice if he manages to get Borin's Armor and Spirit Blade - they will be allowed for the Wizard in my system; so that he doesn't need to fear the "one Chaos Warrior Attack" problem anymore. (Yes i know the Spirit Blade provides 4 Attack against Undead) And just in case somebody takes away these two Artifacts, a second choice shall be available that allows him to max out at 4.6 Defense. For the Attack, I'd like to make the choice complicated by providing nice artifacts that allow less Attack but better Sorcery, or more attack but only against certain enemies and such kind.
Anybody else shall max out at 4/5 or at 3/6; except the Barbarian who shall always have an attack die more. So the difference stays.
I am not a fan of a defensive game of scissor-rock-paper, though - you could do that with elemental defense like "the fire defense works best against fire, but not against water attacks".... It's just too easy to break it if you're Zargon and you know what the Hero brings.
I was deep thinking about Karlen's Circlet as well. Theoretically it is a very good attempt; but in the end i have an entire sub-system just for the wizard. I am sure it works: Tested by drathe and others, it has the advantage that it was already in use. It provides everything you need from Wizard-strength point of view. You can even throw in a new gem if you find the Wizard is still too weak.
I just don't like it, somehow. I can't even tell you why.
What i like, to bring the Wizard on par, is instead of adding more Spell groups, add two Spells per Group more which you can access only one by one after you bought the access to them for gold. They can either be weak variants you can reuse eternally; or they can be one-time like the others. I think we have sufficient Spell Groups - 8 of them - there is just two elements missing and they're complete.
For me, from Fluff point of view, I miss Light and Energy. Light as opposed force to the darkness Spells, and Energy as representation of pure magic (accidentally having things like "Lightning Strike" and "Dispel Magic" inside)
But rather than inventing two more spell groups, i think i would prefer to have a quest pack related spell group. No need to complete the fluff (if the fluff is completed, what's left to discover?); I'd prefer to have swamp spells in the lizardmen expansion; Beast magic in the Beastmen expansion, Sand&Scorpion Spells in a desert expansion and so on and so forth. So no more spell groups, rather more spells per group for me.