They are ballanced. 'You are unable to wear armour or any type of helmet or use ranged weapons but can still throw weapons that can normally be thrown and can use a basic Shield or Buckler.' This is a hell of a restriction for a character with no spells. The assassin may be a little unballanced, I'm thinking of changing his dodging to black instead of white shields. His backstabbing rule would be too much of a pain in p-b-p though unfortunately.Sotiris wrote:Gold Bearer, your heroes are not balanced with the original line-up.
I love my dodging rule though. It's their special rules that make them what they're supposed to be. I do have simpler characters. I wouldn't mind using this one if none of the others are okay.Sotiris wrote:They have 1-2 extra skill points than normal.
I know you'll say "no" but for the assassin i suggest you to try this one, he will change your mind and start to design simpler characters![]()
Assassin
You are the Assassin, a trained adventurer who moves fast and kills faster. When you inflict damage you instantly kill your enemy, regardless of his Body Points. Your armoury options are restricted,
so use your advantage well if you are to survive.
Movement Attack Dice Defense Dice Body Points Mind Points 2d6min=4 1 2 7 3
Starting Weapon: Dagger (you may use only short blades)
Starting Armour: None (you may not use Shield or Plate mail)
Forest Warrior
Race: Elven (Wood Elf). Class: Forest Warrior. Equipment: Short Sword, Dagger.
Attack = 2* Defence = 2 Movement = 12 Body Points = 7 Mind Points = 3
Special Rules:
- You are able to use a one handed melee weapon in each hand if at least one of them is any type of sword and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.
- You are unable to use two handed melee weapons or wear Heavy Armour.
If el_flash doesn't mind me stepping on his toes I could use my Witch, I like undead.
Witch
Race: Human. Class: Witch. Equipment: Long Sword. Spells: Necromancer spells (summoned and raised monsters defend with white shields).Battle Magicians have an extra defence dice due to their magic aura (which is included in their stats) and can use the same equipment as the Wizard except that they can use Pole-Arms and one handed blades (axes don't count).
This translates to what you wrote for the Ice Mage: "Item Restrictions: Can use Dagger, Staff, Shortsword, Broadsword, and Longsword. May not use Battle Axe, Helmet, Shield, Chain ArmoUr, and Plate ArmoUr."
We could use different icons for the enemy undead, mine and el-flash's.
Because of his dodging rule and because he's an elf. All my elves have zero defence dice without armour.JasonMCM wrote:Gold Bearer wrote:Wardancer
Race: Elven (Wood Elf). Class: Wardancer. Equipment: Two Short Swords.
Attack = 2* Defence = 0* Movement = 12 Body Points = 7 Mind Points = 3
Special Rules:Rolls three dice for movement.
- Can use a one handed melee weapon in each hand and can use them to attack twice either before or after (not both) moving no more than half rate. Each attack is defended seperately if the same target is attacked twice.
- When you're attacked in melee roll a dice for every skull the attacker rolled before you defend and if any are white shields you dodge the attack.
- Fails a jump on a black shield instead of a skull.
- Can move through enemies.
- Can't wear armour or a helmet or use ranged weapons but can throw and use a shield. Can switch between a shield, a double handed weapon or two one handed weapons but not after attacking in the same turn.
As Sotiris has already said the hero seems to be more powerful than other starting heroes, but I on top of that I have a couple of questions.
- Why does the hero start with 0 defense. This is INSANE.
It's not broken, that's the whole point.JasonMCM wrote:
- The dodge ability, though cool is broken. Reasoning: Goblin attacks for 1 skull, Wardancer has a 33% chance to dodge the whole attack. Orc attacks for 2 skull, Wardancer has a 55% chance to dodge the whole attack. Fimir attacks for 3 skulls, Wardancer has a 70% chance to dodge, and if lets say a Chaos Warrior managed a 4 skull attack, the wardancer has a 90% chance to dodge.
JasonMCM wrote:
- Throwing a shield? Rules? Sounds cool, but medieval shields were not made to be thrown, hell Captain America's shield wasn't made to be thrown.
That doesn't make sense. In the first part of the sentance you say that to ballance him you'd give him 5BP and 5MP, but in the second part of the sentance you say this would make him unballanced.JasonMCM wrote:
- With all these abilities (1. 2 weapon fighting, 2.Dodging, 3.The three different movement type abilities), I would put this hero at 5BP 5MP which makes him much to squishy for said 0 defense.

1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 


























