SirRick wrote:I’m fine having heroes that don’t have cards. The Dwarf doesn’t really need any skills unless you have skills replace his ability to disarm traps, to maintain character balance. The Barbarian could be given skills to go along with his better starting weapon (see below), but I just give him the ability to reroll one black shield if he is using a melee weapon. You could really just add whatever you want there as long as it feels somewhat equivalent to a set of spells. For example you could make a Ranger hero with stats like a Barbarian, but you have a favored enemy you choose when creating the character. So if you choose Orcs, the Ranger would get to roll 1 extra combat die against orcs, no cards needed. That is just something I came up with, but I see there being potential for more heroes without having skill/spell cards.
If you look at other characters that have bonus starting equipment (or something comparable like the Dwarf), the equipment is tied to a themed ability of some kind:
Dwarf: Ability to disarm traps (sort of like starting with a Tool Kit + he is much better at using it than any other hero).
Knight: Knight Skills (he starts with a Shield + he is better at using it and heavy armor more than any other hero).
Bard: Extra defend die (he starts with a Rapier as a thematic complement to his nimble, swashbuckling fighting style).
Rogue: Rogue Skills (starts with the Bandolier to have infinite daggers for skills + much better at using daggers than other heroes).
Now look at the Barbarian: Starts with Broadsword + nothing. He is described as the greatest warrior of all, but he is not any better at fighting than any other hero. That which is why some people give him skills or some other ability. I’m fine with a reroll ability since I don’t need cards to do that.
I think many of the new heroes start off with their boosts while the original heroes need to earn them. The Knight's and Rogue's skills are with them from the beginning. But look at the Barbarian, by purchasing weapons and armor other heroes (besides the Wizard & Warlock) can match his attack and defense dice, while without skills or spells the only advantage the Barbarian has is in Body Points. Against someone like the Knight or Dwarf it's only 1BP, which isn't that much. However, once acquiring the Amulet of the North his Body Point advantage is exceptional.
As for the Dwarf, his only advantage is trap disarming, I would imagine that since this quest pack features Dwarven artifacts it could potentially be based off the Quest pack for the Dwarf and feature an artifact similar to the Amulet of the North or Magical Elven Bracers but tailored to the Dwarf, maybe even potential artifacts that only a Dwarf can handle, like a Mining Kit that could remove fallen block traps.
The Dwarf's trap disarm is unique and invaluable to his team, it's written on his hero card, like the Knight's ability to wear Plate Mail that doesn't slow him down. The Dwarf could potentially stand alone without skill cards if there are artifacts just for him.
However when playing the original version of the game I gave the Dwarf a few extra perks that are house ruled:
1.) Night Vision: the Dwarf can search for Traps and Secret Doors combined as 1 action.
2.) Careful: If purchasing a Tool Kit the Dwarf can disarm traps without rolling, but still requires an action.
3.) Short Advantage: Heroes taller then the Dwarf can fire ranged attacks over his head when standing directly adjacent to him.
The first two were call backs to the original European edition where secret doors and trap searches were the same, as well as the Dwarf's ability to disarm traps were automatic. These would just be minor suggestions to give the Dwarf minor boosts.