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Kurgan wrote:I've been toying with the idea of creating some additional Mercenaries that do more than just fight. Having a weak character that has only one or two spells sounds tempting, like a maverick wizard or cleric in training. I was thinking about this when looking at the Wizard miniature from Dragonstrike and good uses for him in HQ.
The trouble with this idea as with other types of Mercs is that I don't want the Heroes to just turn these guys into pure cannon fodder. Consider, if a character had 1 healing spell, or 1 fireball spell, it would be tempting to have him just rush in, use it, and then let him get killed. He's used up his usefulness, right?
So then the idea comes up of "recharging" or "reclaiming" spells. This seems like a potentially game-unbalancing, difficulty-destroying option. So I had an idea, but it's not fully fleshed out.
I was thinking you could hire some (expensive) Mercenaries that have the ability to "recharge" certain of your Skills/Spells, but in a limited fashion (not just once, but maybe every other turn, or as long as they have a certain number of mind points available or some other criteria). In other words, to keep it balanced, but keep them valuable rather than fire and forget.
Consider the poor men at arms who have to do all the work for the Heroes and get thrown to the wolves!
Any ideas? One idea was this:
Cleric's assistant:
Can recharge your heal-allies skill every other turn. Has 2 Body points, and carries a staff.
I thought about having a Paladin's assistant that generates Holy Water, but that seems like he'd give you way too many (and my system already gives the Paladin a new Holy Water vial every Quest, so Undead would never be a challenge after that!).
Or maybe the whole thing is a bad idea, maybe Magic should be kept a rare, elite thing that only certain characters can use, period, and the fact that you can't easily recharge spells makes them that much more special (but I don't want the Wizard/Cleric/Paladin, etc to play so conservatively that they end every Quest with hardly any spells used, while their allies get crushed). You can't buy Spell Scrolls, but finding enough of them can turn any character into a Wizard, at least for one quest...









Kurgan wrote:At the time this struck me as wrong because I always thought of the Magic as some kind of inherent trait that got used and was recovered after rest or something.





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