J_dean20, apologies I had missed your post with the link but have now checked it out. I’ve summarised where I think you are below and combined that with a compare and contrast with my own version but at first glance, I think our positions have more similarities than differences which is always a good starting point for a discussion!
So first, where I think you got to (and please correct me if I’ve got any of this wrong)
You are the Dwarf Slayer. You are a fearless warrior, neglecting defence for a fierce attack.
You may choose to go berserk, reducing your Mind and Defend by 1 to gain 1 extra Attack die in combat. You remain berserk until Healed by Potion or Spell.
A2 D2 B8 M2
Starting weapon is hand axe.
A Dwarf Slayer shuns all equipment but axes.
Defend Rune - 300gc
May purchase 1 rune per axe which increase 1 D each, bringing total D to possible 4 if holding 2 hand axes. (would possibly allow purchase 3 - more if decide to throw an axe)
Attack Rune - 500gc
May purchase 1 larger rune to fit on the battle axe increasing 1 A for a possible 6 A
Just need to make sure the costs are balanced now. I figured out the normal Dwarf can’t be allowed to purchase the runes, or it throws off the balance. It seems out of place that only the Slayer can purchase them, but mechanically it works. Sometimes game mechanics trumps logic.There was a couple of things that I wanted to double-check in your version above;
Going berserk is a choice?
Once you have gone berserk it ends when something restores you to 2 mind points, or you are healed (or the Quest ends), is this either or both or just one?
You mention the possibility of the Trollslayer dual wielding two hand axes when talking about Defend Runes but I'm not clear on the effects of that dual wielding ability?
Compare and contrast with my versionSame basic/starting stats, same starting weapon, same 'just axes' restriction on equipment
Berserk abilityMy version isn't a choice it just kicks in when you attack automatically.
Mind plays no role in my berserk ability although thematically the low mind value of 2 supports the idea of a link between berserk ability and low mind value
My berserk ability ends automatically when no monsters are visible whereas yours has other conditions.*
*For me this isn't an obvious major difference but the effects of the berserk ability between combats is negligible (only really matters if you are jumped by a wandering monster or similar) so I wanted to avoid any need to have to monitor that status between combats and just go for a lower maintenance option. And to avoid situations like;
• if you are jumped by a wandering monster and you have to try and recall at that point whether your Trollslayer was still berserk following the last combat x turns ago, or had he been healed between the two and therefore wasn't berserk any longer
• or he goes berserk on his turn, getting the bonus attack die on his attack, then on Zargon's turn, quaffs a healing potion and so drops his berserk status mid-combat getting the extra defend die back- and then on his following turn chooses to go berserk again to restore his extra attack die
These are not insurmountable challenges but add complexity but in my opinion little value?
Sacred Tattoos: I have opted for Sacred Tattoos to achieve a similar effect to your runes but I prefer mine (granted I'm not an entirely impartial judge on this!) for the following reasons;
It resolves the situation of the Dwarf being able to obtain them and break the game balance as the unique Trollslayer no armour and therefore half naked with skin and tattoos exposed would naturally follow that anyone else with the tattoos would have them under their armour so wouldn't derive any benefits
It resolves the issue of having a rune inscribed on an axe that you then throw and lose (plus paying for runes inscribed on axes for me is treading on artefact toes - buying artefacts(?), same reason why I haven't bothered with your attack runes
My dual wielding axe effect is +1A so you get the following;
• Starting Hand Axe 2AD/2DD or berserk 3AD/1DD (plus 0-2 additional DD based on tattoo level)
• Purchase second axe 3AD/2DD or berserk 4AD/1DD (plus 0-2 additional DD based on tattoo level)
• Purchase battle axe 4AD/2DD or berserk 5AD/1DD (plus 0-2 additional DD based on tattoo level)
I feel the 5AD max is sufficient and more than any other Hero and the potential 3/4DD is sufficiently balanced compared to the other Heroes bearing in mind that defence is the Trollslayer’s inherent weakness
Substitution: I'm coming round to the idea that our version of the Trollslayer may be a better substitute for the Barbarian than the Dwarf?
And last and indeed least you refer to your Hero as the Dwarf Slayer but that could be taken to mean that he is a slayer of Dwarves
Any thoughts?