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DullandRusty wrote:Hey all, loving the input from this site. I just found it a few weeks ago and it is really informative and communal! Anyway, question i have pertains to the barbarian. My playing group wants to spice up the heroes with skills they can advance to. The barbarian player proposed the following for the barbarian. A dual wield 2 handed weapons skill (which i Think with a few tweaks could be done without too much difficulty) a berzerker skill (when bp fall to x then gain 1 attk dice at cost of 1 def dice, lasting till healed or all monsters in room are dead), and a bloodlust skill (if failing to kill monster, may sacrafice half (or more possibly if half not deemed steep enough cost) of defense dice for a second attack. Repeatable till only 1 defense dice available. Defense dice stay limited till after all monsters in room are defeated, then will begin to regenerate 1 dice after every 4 turns till back to normal defense dice levels). Not sure on my thoughts on those last two. They definitely turn the barbarian into a damage machine and could add some interesting choices about when to use the skills as the penalty for the last one is pretty high (especially as a turn counter generates wandering monsters in our game to prevent heroes from sitting to regroup or in this case regenerate defense dice if we okd this skill. Most of these skills would come into play after the normal quests when advancing in harder homemade campaigns. Any thoughts?


Daedalus wrote:DullandRusty wrote:Hey all, loving the input from this site. I just found it a few weeks ago and it is really informative and communal! Anyway, question i have pertains to the barbarian. My playing group wants to spice up the heroes with skills they can advance to. The barbarian player proposed the following for the barbarian. A dual wield 2 handed weapons skill (which i Think with a few tweaks could be done without too much difficulty) a berzerker skill (when bp fall to x then gain 1 attk dice at cost of 1 def dice, lasting till healed or all monsters in room are dead), and a bloodlust skill (if failing to kill monster, may sacrafice half (or more possibly if half not deemed steep enough cost) of defense dice for a second attack. Repeatable till only 1 defense dice available. Defense dice stay limited till after all monsters in room are defeated, then will begin to regenerate 1 dice after every 4 turns till back to normal defense dice levels). Not sure on my thoughts on those last two. They definitely turn the barbarian into a damage machine and could add some interesting choices about when to use the skills as the penalty for the last one is pretty high (especially as a turn counter generates wandering monsters in our game to prevent heroes from sitting to regroup or in this case regenerate defense dice if we okd this skill. Most of these skills would come into play after the normal quests when advancing in harder homemade campaigns. Any thoughts?
You mentioned these skills would come into play after playing through the normal Quests. Did you mean all of the expansions? Have you tried any of these since the OP? In case you haven't yet started with your harder campaign, I thought I'd add my thoughts.
About dual-wield: A Hero will probably want to switch between this option and a single weapon such as a battle axe. Will you allow a full swap without restriction? I think it would be a good idea to only allow one weapon of a pair to be swapped in a turn. That way a cost is incurred by requiring at least one turn with a single, weaker weapon.
Paraphrasing mitchiemasha from your dual-wield thread, a 2/2 shortsword combo isn't that strong later in a campaign, though it functions well for standard Quests. A graded increase could help. I've decided upon basing the bump off of Body Points. At 8 BPs, a Barbarian can use a weapon pair that totals 4 AD, set at half of his BP score. After gaining the Amulet of the North and 2 BPs, the Barbarian can use a combo of 5 AD, such as a broadsword and shortsword.
Concerning the berserker skill, it only triggers "when BP falls to X." I think it also should state ". . . and/or below." This would allow the berserk to again trigger when BPs are reduced even lower. Perhaps defense should be lowered by two combat dice as a trade off for multiple use.
As for bloodlust, I agree with Gold Bearer that a four-turn recharge should be avoided. As dropping the timer strengthens the skill, you could counter by requiring all successful defense dice (white shields) to be rerolled for the remainder of the combat rather than halving. The repeatable part is also necessarily dropped, so it can only be used once per combat.


Daedalus wrote:Will you allow a full swap without restriction? I think it would be a good idea to only allow one weapon of a pair to be swapped in a turn. That way a cost is incurred by requiring at least one turn with a single, weaker weapon.
Daedalus wrote:Paraphrasing mitchiemasha from your dual-wield thread, a 2/2 shortsword combo isn't that strong later in a campaign


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