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Going Berserk
The Trollslayer has a new combat ability, going berserk. When going berserk the Trollslayer’s attacks become much more deadly but, at the same time his defence becomes worse.
Every time the Trollslayer attacks, immediately before rolling the combat die they must take one Rage Token. They then modify their attack strength, rolling one additional combat die for each Rage Token they currently hold.
When defending the Trollslayer must modify their defence strength, rolling one less combat die for each Rage Token they currently hold.
The Trollslayer may never hold more rage tokens than their defence score i.e. when their defence reaches zero they do not take any additional Rage Tokens. However they must continue to modify their attack and defence rolls based on the number of Rage Tokens they currently hold.
Calming down again
At the beginning of each of the Trollslayer’s turns, if there are no monsters visible, he may remove one of the Rage Tokens he currently holds.
Daedalus wrote:Even though you seemed to have worked it out, I'll offer some off-the-cuff remarks. Use or refuse them as you see fit.
My preference is to set the Trollslayer's starting back to 2 Defend Dice. It feels very odd to me that the Wizard begins with a better defend value. To nerf his combat power, instead reduce his Defend Dice by 1 when berserking. Also due to his higher attack potential, I'd drop the Bracers. Trollslayers shun armor!
Upping the cost of the defense runes to 300 gold coins also could highlight his defensive vulnerability and differentiate him a bit more. Consider a higher cost for the larger attack rune as well--it grants a huge bonus. At least 500 gold coins in my estimation.
Healing could be another way to end a beserk rage.
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