Since Anderas mentioned text counts, I'll take a crack at chopping some of the lengthier artifact texts down to size. Use them, or just parts, as you like. I'm also pushing some opinions and comments like I always do in the hopes that some may help.
Anderas wrote:Battle GauntletsThese burly metal gauntlets improve the wearer's physical abilities in combat. They are very large and can only be worn by the Barbarian. While using these gauntlets, you may reroll your entire Attack roll once per turn. If you do, you must accept the second roll, even if it worse. You must use this ability before the monster rolls for defense.
Battle Gauntlets . These burly, metal gauntlets improve the Barbarian's physical abilities in combat. While wearing these gauntlets, you may reroll all of your Combat Dice to attack on any of your turns. If you do, you must reroll before the monster defense and accept the second roll. |
Anderas wrote:Adamant Epaulets These sturdy epaulets protect their wearer from harm. They are too small for anyone other than the Dwarf to wear them. While wearing these epaulets, you may roll an additional Combat Die when Defending, but only while your Body Points are less than 4.
It's easier for a 10-year-old.
The anachronistic disparity between sword and sorcery armors and post-renaissance epaulets, a military insignia, creates both a clashing fluff issue and physical inconsistency, in my opinion. Perhaps another term would help, but Roman
pteryges is too remote. Another sticking point for me is I don't see the Dwarf's broad shoulders creating a size restriction. If they are included regardless, here's another version:
Adamant Epaulets . This sturdy shoulder armor protects their wearer from harm. You may roll an extra Combat Die to defend, but only while your Body Points are 3 or less. |
Anderas wrote:Aero GreavesThese magical greaves lighten their wearer's pace. Only the Elf can wear them properly. While wearing these greaves, you may roll an additional red die when rolling for movement and discard the lowest result.
I've already submitted my buffed alternates in my previous post, though this entry checks out.
Anderas wrote:Spellcraft AmuletThis round amulet is etched with many runes in a language only the Wizard can read. While wearing the amulet, whenever you cast a spell, you may roll two red dice. If the total is less than your current Mind Points, you may immediately cast a second copy of that spell.
This works well.
Anderas wrote:Hammer of VengeanceThis burnished red hammer is capable of mighty blows, but only against powerful opponents. When attacking with this weapon, roll a number of Combat Dice equal to the Defend value of the monster you are attacking, up to a maximum of 5 dice. You may not use a shield while wielding this weapon. May not be used by the Wizard.
I removed "two-handed" to save some letters, but it's still 323 letters long.
This was why we had the no wizard symbol in HQModern, right?
This text already fits onto a card in ten lines, but here's another version trimmed to nine:
Hammer of Vengeance . This burnished red hammer is capable of mighty blows against powerful opponents. When using it, roll a number of Combat Dice equal to the Defend Dice of the monster you are attacking, up to a maximum of five. You may not use a shield while wielding this weapon. May not be used by the Wizard. |
Anderas wrote:Arcan's SpearThe haft of this magical spear glows with a ethereal blue light. When using it, roll three Combat Dice to attack. While holding Arcan's Spear, your current and maximum Mind Points are increased by one. The length of this spear enables you to attack diagonally. May not be used by the Wizard.
So basically we immunize somebody against sleep. I guess that's the same somebody who would so much love to use the Hammer of Vengeance, so that's a difficult choice. I like it.
It's a bit strange to me that a Wizard can't gain a Mind Point by holding the spear like other Heroes. Perhaps a Wizard can't cast spells while holding it . . . yet he can cast while holding a staff. I prefer just reusing the Talisman of Lore. Is the idea to provide a another Mind Point buff for a total of two in the expansion? Here's an optional version if anyone agrees with this use distinction:
Arcan's Spear . The haft of this magical spear glows with a ethereal blue light. While holding it, your Mind Points are increased by one and you roll three Combat Dice to attack. The length of this spear enables you to attack diagonally. May not be used by the Wizard to attack. |
Anderas wrote:Dagger of DowsingThis dagger has a small golden jewel set in its pommel. It may be used to attack with one Combat Die. Whenever you deal one or more Body Points of damage to a monster with this weapon, you may take a Treasure card. If that card is a Wandering Monster or Hazard, it has no effect and is shuffled back into the Treasure deck.
I'm not sure, to be honest...
That's strong, going through the treasure deck without risk.
It feels like a coin drop from a video game, which might be the intent? I also feel this one is too strong.
Anderas wrote:Now the three vulcan-ish items of daedalus
Hell RodThe flared iron barrel of this long-range weapon gives you the attack strength of 4 combat dice. It can be fired at any one non-adjacent target you can see. However, it must be loaded carefully; you may not move in the same turn you fire. When fired, it spouts out the fiery bone fragments and ash of a tortured soul causing you to lose 1 Mind Point. It has enough ammunition for 10 shots before it becomes useless. May not be used by the Wizard.
It'll be very difficult to use. Also it has 446 letters. I would tend to exclude this one.
Those are fair criticisms. All three Chaos Dwarf artifacts needn't be included, but improvement is possible. Chop-chop.
Hell Rod . The flared barrel of this weapon gives you the attack strength of four Combat Dice. It can be fired at any one non-adjacent target you can "see." Firing it's unholy shot causes you to lose 1 Mind Point. It has enough ammunition for 6 shots. May not be used by the Wizard. |
Anderas wrote:Infernal ArmorThis diabolic metal armor gives you 2 extra combat dice in defense. However, because of its weight you roll 3 red dice for movement while only using the lower 2. Furthermore, while wearing this unclean armor your Mind Point total is reduced by 1. May be combined with the Helmet and/or Shield. May not be worn by the Wizard.
I like it. Is that sentence about helmet and shield necessary? Without it, it is nicely short.
Yeah, cutting the helmet and shield reference is fine, though the art shouldn't show a helmet as part of the armor set. Borin's Armor has that problem, which has opened it to controversy. Here's another version without the extra die roll that also may work:
Infernal Armor . This diabolic metal armor gives you two extra Combat Dice in defense. However, because of its weight you roll just one red die for movement when you begin or end your turn in a room or corridor with any monsters. Furthermore, while wearing this armor your Mind Points are reduced by 1. May not be worn by the Wizard. |
The idea is to speed up exploring but still slow down combat like plate mail.
Anderas wrote:Magic Red CapeThe Wizard may roll one more die in defense. Any Minotaur that can "see" this cape, will move to and attack the wearer if he can.
My thoughts: Base defense are 2 dice (they are, aren't they? Or is it one of the differences between the systems?); plus bracers are three dice, plus this one are four dice in defense. Well, and a tiny disadvantage.
I think there will be no big difference - if the wizard stays back as he should, that is.
Yes, base defense is 2 in both systems. I'd briefly considered attracting attacks from all Minotaurs as well but thought it too mean. You are evil, sir.
This artifact has a lot of interest tied to its story, so here's my version with a Marvel Winter Special Easter egg:
Chandra's Cape . The shadowy folds of this reversible cape gives the Wizard one extra die to defend. However, it's red interior lining enrages any Minotaur that can "see" this cape, causing it to move at and attack the wearer if possible. |
Anderas wrote:Lightning RodThis copper rod enables the Wizard to shoot lightning. Aim at any monster he can "see" and roll a combat die. If hit, the target will lose 1 Body Point. If a model is adjacent to this victim, the bolt arcs. Roll an attack against the new target. If a black shield is rolled, the rod is drained and may not be used until the next Quest.
I shortened the text to 335 letters. Also, the lightning may arc over to friendly models now. It's just more style that way.
Just my opinion; I'd like to hear your thought's, too?
Sure, let it affect any adjacent figure. That's more like the
Lightning Bolt spell.
Anderas wrote:Kobold's BaneTwo snakes twine this magical blade. Roll three combat dice to attack. If you attack and kill a Kobold, you may continue to attack another adjacent Kobold that are also in range. Roll again with one fewer die each attack until you fail to kill one. May not be used by the Wizard.
Shortened the text to 278 letters. I didn't like the last name, but I also don't like this name. Any ideas on this? This could be found in Q4, that one that J_Dean is currently editing
The problem is "Bane" has already been used. Instead, why not reference the ability to counter the Kobolds' strength? I'd recommend this version:
Mob Render . Two snakes twine this magical blade. When using this broadsword, roll three Combat Dice to attack. If you kill a Kobold, you may attack another Kobold that is adjacent to you. Roll again with one less die each attack until you fail to kill one. May not be used by the Wizard. |