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Templar wrote:Warrior
Knight Description - "You are the knight. You are an exellent warrior who fights your opponents according to an ancient honour code."
Attack 2
Defence 3
Mind 3
Body 7
Templar wrote:Specialist
Assassin Description - "You are the assassin. Your advanced training means that few enemies can withstand your attacks, and you can allways (spelling) disable any trap you find. You can disable all normal traps next to you."
Attack 3
Defence 1
Mind 4
Body 6
Templar wrote:Semi-mage
Templar Description - "You are the templar. Your armour and your (delete this) magic skills gives you a defense without comparison. But remember that your ceremonial staff is not fit for combat."
Attack 1
Defence 3
Mind 5
Body 5
Templar wrote:Mage
Druid Description - "You are the druid. You are a wizard who has chosen to live a nomadic life in the wilderness. Hunting has taught you to fell prey quickly. But you can not handle longer battles. Rely on your magic."
Attack 2
Defence 1
Mind 5
Body 5
torilen wrote:If we were going to take a vote - I'd have to vote against the 1 defense, as well.
Look at the rest of the characters...with no armor, they all have 2 defense. That's
basically the defense of skin and minor combat ability...basically the ability to swing
a weapon at all.
If you wanted to give them a lesser defense, because their focus is SO FAR AWAY from
combat...you may want to tweak the original characters and give them +1 defense than
originally given. Then you'll need to give them +1 attack, as well, I think. Nothing wrong
with this really...they're heroes and adventurers...just add in a monster and a trap or two
into each quest...it'll all be good.
Templar wrote:Regarding the 1 defence value, I did'nt see this as a major problem myself, but since you all are very much against it, it appearently is.
I should tell you my own counters for this problem. Amongst my "easy" projects in this game I have made new equipment and spells as well, and my plan was to let them counter the weakness of 1 DD (amongst other things of course). One of the most crucial items is tha Leather Breastplate for 125 gold coins that gives the player 2 DD. It can be used by everyone, so the Druid can also get it. I hope the Assasin will have a high enough coolness-factor for people to take her at this point, but I'm also working on some very defensive spell schools to help Druid be a more valid option. (Nature spells ofc.)
Templar wrote:-Semi-mage is only a classification code to ease discussion. How about Enchanter? That could work...
Templar wrote:-The word Templar really has no good translation to swedish (if you dont count Templar Knight, which I dont want to use). The wording I use in swedish is more like "Temple Guard". She is intended to be kind of a strange hero, who needs to rely on her magic untill she gets a better weapon. I think this is cool, but not everyone might agree.
Templar wrote:- The labelling of the druid being a wizard is, I think, necessary for me to keep the the feel and nomenclature of the rules. Most items can naot be used by a "wizard", which means that the druid has to be a kind of wizard. I can of course live without it. Do you think it is necessary to change the words on the weapon cards?
Ethica wrote: Personally I wouldn't bother with the leather breastplate, because that makes the gap between your 1DD characters and the others only 125 gold. I'd let them sweat for longer.
Goblin-King wrote:If you are creating a whole new "package" with new characters, spells and items (and other new rules?) you should post these also. It's basically all a question about balance and all these factors are equally part of the equation.
Seeing all the new content together will make it easier to help balance it. Does any of the characters have any "special" skills besides what you've already written?
Goblin-King wrote:Just out of curiosity... What is the Swedish word?
Goblin-King wrote:The easy solution would be to add one simple sentence to the druid card: "You can use the same equipment as a wizard". No need to change all the cards.
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