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Extra Heroes

Discuss the creation of new Heroes and share Heroes you've created.

Extra Heroes

Postby Sotiris » November 14th, 2014, 2:24 pm

For everyone who wants to expand the heroes' list, beside the original 4.
(images found in the web, personal use only)
Heroes 1.pdf

Heroes 2.pdf

EDIT
All Heroes (updated).pdf
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Last edited by Sotiris on July 14th, 2018, 5:45 pm, edited 13 times in total.
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Re: Extra Heroes

Postby The Road Warrior » November 14th, 2014, 3:21 pm

Lots of really nice cards and it looks like a good variety of skills. It's going to make me while to read through all of these properly.
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Re: Extra Heroes

Postby Schmidt » November 14th, 2014, 3:29 pm

Spellcheck:
Scull -> skull (on many cards)
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Grand +1 -> grant?

Nice heroes! So many good ones to choose from.


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Re: Extra Heroes

Postby Sotiris » November 15th, 2014, 7:33 am

Thnx mates!
Schmidt wrote:Spellcheck:
Necromancer: sucrifice
Grand +1 -> grant?

fixed on pdf (i left sculls and white/black shields though as it was. i think it's not a big problem, is it?)
Appreciate it! |_P
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Re: Extra Heroes

Postby knightkrawler » November 15th, 2014, 7:41 am

Sculls with a 'c' is definitely very very weird. It looks unnecessarily Italian.
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Re: Extra Heroes

Postby Sotiris » November 15th, 2014, 8:39 am

Oh, didn't notice that "c", i understood wrong.
Fixed too! (on pdf always)
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Re: Extra Heroes

Postby cynthialee » November 15th, 2014, 11:57 am

I think many of them are over powered.
The way to check any potential group of heroes is to pit them in a gladiatorial combat against the original heroes. If the new pack of heroes consistently defeat the old heroes, you have a balance issue.

Worst one here is the Amazon and the Assassin. Way over powered.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
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Re: Extra Heroes

Postby knightkrawler » November 15th, 2014, 12:24 pm

cynthialee wrote:I think many of them are over powered.
The way to check any potential group of heroes is to pit them in a gladiatorial combat against the original heroes. If the new pack of heroes consistently defeat the old heroes, you have a balance issue.

Worst one here is the Amazon and the Assassin. Way over powered.


To be honest, I don't see that in both of them.
The assassin's skill only works with the dagger. Attacking with the dagger has a 50% risk to hit nothing at all and the assassin is attacked next. Weapon choice and risk for each attack balances out that skill.
The amazon's skill only works with 3 Defend dice or less (base + helmet). That leaves the player with a choice and some risk, too. Better at striking opponents and getting away, but worse in maintaining BP when attacked. Balance out as well, in my opinion.
Only playtests can tell. Apart from that, making new heroes is fun, playing them is even more I'm told.
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Re: Extra Heroes

Postby Gold Bearer » November 15th, 2014, 1:37 pm

Nice. The battle mage is my favourite. I think they're well balanced. They're all human though.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: Extra Heroes

Postby mitchiemasha » November 15th, 2014, 3:00 pm

I liked the Assassins mechanic. It's the one that interested me the most. Not that it has much use against EU Monsters. It also seems logical. If you don't block an assassins strike it will be a killer one. You have less chance to hit than a normal Hero who can inflict 2 wounds so still easily killing 2BP Monsters. A much stronger monster will roll more Defense, more likely to block, meaning no damage at all. This really starts to reflect an assassins style in combat. Miss that killer strike and it's not even a scratch.

Naturally, pitting the Assassin in gladiatorial style combat against other Heroes will show up on balanced. Against monsters a different story. Defence rolls and BP's go up quite equally, as apposed to a 8BP 2DD Hero.

I think the maths will balance out on this one.


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