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Comparative points system

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Comparative points system

Postby Gold Bearer » August 7th, 2020, 5:45 pm

The fifteen (five of each of the three spells) chaos spell tokens from AtOH heavily use MP. They're quite unique, the caster and the target both roll one combat dice for each MP and the spell succeeds if the caster scores any undefended skulls, except Mind Blast which can hurt the caster if the target rolls more skulls (basically a mental dual with the loser reducing their MP by however many skulls they lost by) and one of them gets boosted by using more than one token of the same spell although I can't quite remember how that works, I think you can get them to miss multiple turns if Mind Lock succeeds and you have other Mind Lock tokens.

benvoliothefirst wrote:Mind points being underused is a failure of the quests themselves and not the system, in my humble opinion. Both the Wizards of Morcar and our own HQ25th sets seek to remedy this. I'm sure there are others.
The only spell in WoM that uses MP is Arrows Of The Night, the target defends with the same number of dice as their MP and it a darkness spell so it's monster MP, not hero MP.

Pancho wrote:Another good way to bring Mind Points into the game is with spell scrolls, with a mind roll required before a scroll can be “read”, I.e. cast.
That would be a good idea for chaos spell scrolls, that's what I did but the test wasn't linked to MP. Maybe also elf scrolls being used by the wizard, although they'd just give them to elf.
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Re: Comparative points system

Postby Bareheaded Warrior » October 13th, 2022, 10:00 am

As an alternative way of calculating this, just out of curiosity, you could use the gold system

Barbarian enhanced starting weapon* broadsword so costs x amount more than the standard starting weapon – shortsword so +100 GC
Wizard starts with a Dagger so -125 GC

Under my system spells have prices (as they can be learned Between Quests by the Wizard following a MP boost, such as the Talisman of Lore) so they can be factored in, roughly 1000GC for each set and the Wizard starts with 3 and the Elf with 1

Wizard +3000GC
Elf +1000GC

Toolkit costs 250GC, but Dwarf ability is twice as good so that costs 500GC

Assuming the Elf as a standard base and the others being up or down on this then the Barbarian has 2 extra BP and 2 less MP, the Dwarf 1 extra BP and one less MP, the Wizard, two less BP and 2 more MP

Value of a BP, Healing Potion gives you +D6 and costs 500GC so ~150GC per BP although you could inflate that figure as each point of ‘starting BP’ is worth more than each point of ‘current BP’, so perhaps 300GC for each extra BP, 150GC for each extra MP
• Barbarian: +100 starting weapon +600 2 extra BP, -300 2 less MP [400]
• Dwarf: +500 trap disarm, +300 extra BP, -150 1 less MP [650]
• Elf: +1000GC one spell set [1000]
• Wizard: -125 starting weapon, +3000GC three spell sets, -600 2 less BP, +300 2 extra MP [2575]

Doesn’t really work! Although I’ll try for maxed out Heroes, although no real definition of maxed out especially as there are plenty of carrying limit house rules out there, to see if that works any better

• Barbarian: +100 starting weapon +600 2 extra BP, -300 2 less MP, plate Mail, Chainmail, Shield/Longsword, battle axe, crossbow [2725]
• Dwarf: +500 trap disarm, +300 extra BP, -150 1 less MP, plate Mail, Chainmail, Shield/Longsword, battle axe, crossbow [2975]
• Elf: +1000GC one spell set, +125 Helmet, +850 Plate Mail, +500 Chainmail, +150 Shield, +350 Longsword, +350 Crossbow [3325]
• Wizard: -125 starting weapon, +3000GC three spell sets, -600 2 less BP, +300 2 extra MP, +100 Staff [2675]

Although the mods for the starting weapons, are no longer relevant by this point so ranking is.

Elf [3325], Dwarf [2975], Wizard [2800], Barbarian [2625]

You could also throw in a Battle Axe for all of them but the Wizard

Elf [3775], Dwarf [3425], Barbarian [3075], Wizard [2800]

Bored of this now!

Although as a side note I’ve always considered the Elf as being overpowered, not necessarily an opinion shared by many, in terms of once the Heroes are maxed out, so under my system the Elf cannot use Plate Mail to partially compensate for this.

benvoliothefirst wrote: Mind points being underused is a failure of the quests themselves and not the system, in my humble opinion. Both the Wizards of Morcar and our own HQ25th sets seek to remedy this. I'm sure there are others.

Personally, I think it is a failure in both, see below.

mitchiemasha wrote: This is why i see the Barbarians extra Ad6 on start as a +1Ad6 (not him starting with the broadsword). Which ever weapon he comes to buy, own, he adds +1Ad6.

I agree with this in principle but have a slightly different implementation by giving the Barbarian a special ability like the Dwarf’s trap disarm ability and the Elf and Wizard spell casting abilities

Special Ability: Battle Rage: As you attack a foe you fall into a berserk rage, sacrificing your own safety to press home frenzied attacks. Whilst in this state your attack dice are increased by one, but your defence dice are reduced by one. This state ends when, at the start of your turn, there are no monsters visible to you.

pancho wrote: Another good way to bring Mind Points into the game is with spell scrolls, with a mind roll required before a scroll can be “read”, I.e. cast.


By linking MP and spells indirectly in my ‘college’, artefacts increasing Mind give the Wizard the opportunity to purchase extra spells, and directly with some spells in that the effect varies depending on the MP of the caster, for example Healing restores 1BP per MP of the caster, the attack dice for certain spells is based on or derived from the Mind value of the caster, this kind of covers this to a certain extent but built-in e.g. Barbie can use a Healing Scroll restoring 2BP or Wizard can use it restoring 6BP (or 5BP as my Wizard has MP/BP starting of 5)

Goldbearer wrote: The fifteen (five of each of the three spells) chaos spell tokens from AtOH heavily use MP. They're quite unique, the caster and the target both roll one combat dice for each MP and the spell succeeds if the caster scores any undefended skulls, except Mind Blast which can hurt the caster if the target rolls more skulls (basically a mental dual with the loser reducing their MP by however many skulls they lost by) and one of them gets boosted by using more than one token of the same spell although I can't quite remember how that works, I think you can get them to miss multiple turns if Mind Lock succeeds and you have other Mind Lock tokens.


I haven’t yet fully incorporated AtOH into my own house rules, but it is on my list, and you are correct there are some interesting uses of MP in there that will prove interesting when applied retrospectively…

I did toy with the idea, but haven’t ever implemented it, of replacing the ‘mind save roll’ / ‘spell break test’ used in spells like ‘fear’, ‘sleep’, ‘command’ and so on with a caster rolls a combat die for each Mind point, target rolls a combat die in defend for each mind point, spell takes effect, if caster rolls more skulls than defender rolls shields and the number of the excess indicated the duration of the spell i.e. 4 skulls versus 1 shield means it lasts 3 turns.
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Re: Comparative points system

Postby wallydubbs » March 14th, 2024, 1:04 am

Upon receiving Against the Ogre Hoard and reading through Tournament Mode, the concept seems a little uneven upon granting hero and monster points based solely on attack dice. They tried to make the points system as minimal as possible maybe thinking their audience couldn't do math. But it seems somewhat ridiculous that an Orc and Yeti would be worth the same amount. I find myself wanting to improve this tournament system, but it'll require a bit more Math. So I'm returning to the Comparative Points System, but this time I'm working on monsters as well as the new heroes. Skills for the Knight and Rogue can be likened to spells. The ability to reclaim or reuse a spell/skill is worth .5 added to SS. In like manner each of the Monk's techniques will be worth .5 pts, however in the arena it's unlikely he/she can regain their techniques so they don't get the .5 reclaim bonus. Also the Knight will be unable to use his Knight's Challenge skill, so will only be getting the benefit of 2 skills. It was also stated in an earlier post that the Plate Mail was only worth 1.5pts because it slows a hero down. However if a Knight wears it it can be worth 2pts. With all that being said, the Dwarf and Rogue would not be able to disarm traps (there are none in the arens, so the trap disarm should be done away with.The Warlock's Wand and Rogue's Bandolier have a huge attack range to all adjacent and non-adjacent monsters in line of sight, so their attack strength is raised by 1.

Heroes:
Barbarian: 8BP, 1MP, 3AD, 2DD, 0SS = 14pts
Bard: 5BP, 2MP, 2.5AD, 3DD, 2SS = 14.5pts
Berserker: 7BP, 1MP, 3AD, 2DD, 1.5SS = 14.5pts
Druid: 6BP, 2MP, 1AD, 2DD, 2SS = 13pts
Dwarf: 7BP, 1.5MP, 2AD, 2DD, 0SS = 12.5pts
Elf: 6BP, 2MP, 2AD, 2DD, 1.5SS = 13.5pts
Explorer: 5BP, 2.5MP, 2AD, 2DD, 0SS = 11.5pts
Knight: 7BP, 1MP, 2AD, 3DD, 1SS = 14pts
Monk: 6BP, 2MP, 2AD, 3DD, 2SS = 15pts
Rogue: 5BP, 2MP, 2AD, 2DD, 3SS = 14pts
Warlock: 4BP, 2.5MP, 3AD, 2DD, 2SS = 13.5pts
Wizard: 4BP, 3MP, 1AD, 2DD, 4.5SS = 14.5pts

So all the heroes range from 12.5 to 15 pts without upgraded weapons armor or artifacts, so they are subject to change. Monsters, on the other hand, are a bit different: they have fixed movement and operate with Black Shields instead of white, which is only half as likely to be rolled. Therefore monster Defense Dice are worth .5pts. As for movement, 0-5 is 0pts, 6-8 is .5pts, 9-12 will give them 1 movement point. Each Dread Spell (DS) is worth .5pts.
Mercenaries should be using white shields for defense, so they get a full point. Polar Warbears get an extra 2pts for their second attack, since I'll allow opponents to roll defense for both.
When it comes to undead and certain spells like Sleep or Hypnotic Blaze, their immunity to certain spells will grant them a half point.

Monsters:
Abomination: .5M, 3AD, 1.5DD, 2BP, 1.5MP = 8.5pts.
Arbalist: .5M, 3.5AD, 3DD, 2BP, 1MP = 9.5pts
Assassin: 1M, 5.5AD, 1.5DD, 2BP, 1.5MP = 11.5pts
Blightcrawler: .5M, 4.5AD, 2DD, 3BP, 2MP 2A = 14pts
Blightweaver: .5M, 2AD, 1DD, 1BP, 1MP, 1DS = 6.5pts
Crossbowman: .5M, 3.5AD, 3DD/1.5DD, 2BP, .5MP = 9.5pts/8pts
DoomGuard: .5M, 4AD, 3DD, 3BP, 1.5MP = 12pts
Dragon (CoPD): 1M, 6AD, 3DD, 5BP, 2MP, 2DS = 19pts
Dragon (FL): 1M, 5AD, 2.5DD, 7BP, 3MP, 1DS, .5A = 21pts
Dread Cultist: .5M, 2AD, 1DD, 1BP, 1MP, 1DS = 6.5pts
Dread Shifter: 0M, 4AD, 1.5DD, 2BP, 2MP = 9.5pts
Dread Warrior: .5M, 4AD, 2DD, 3BP, 1.5MP = 11pts
Dread Wraith: 1M, 6AD, 2DD, 5BP, 2.5MP, 1.5DS = 18pts.
Elven Archer: .5M, 4.5AD, 1DD, 3BP, 1MP = 10pts
Elven Archmage: .5M, 4AD, 2DD, 4BP, 4.5MP, 3.5DS = 18.5pts
Elven Warrior: .5M, 4AD, 1.5DD, 3BP, 1MP =10pts
Festral Guard: .5M, 5AD, 2.5DD, 3BP, 1.5MP = 12.5pts
Fire Mage: .5M, 2AD, 2.5DD, 3BP, 3.5MP, 2DS = 13.5pts
Frozen Horror: .5M, 5.5AD, 2DD, 6BP, 2MP, 5DS = 21pts
Gargoyle: .5M, 4AD, 2.5DD, 3BP, 2MP = 12pts
Giant Ape: 1M, 7BP, 2.5MP, 4.5AD, 1.5DD, .5A = 17pts
Giant Wolf: 1M, 6.5AD, 1.5DD, 5BP, .5MP = 14.5pts
Glaive: .5M, 3AD, 3DD, 2BP, 1MP = 9.5pts
Goblin: 1M, 2AD, .5DD, 1BP, .5MP = 5pts
Goblin Archer: 1M, 2.5DD, .5DD, 1BP, .5MP = 5.5pts
Goblin Queen: .5M, 3AD, 1.5DD, 3BP, 1MP, 1.5DS = 9.5pts
Golem: 0M, 4.5AD, 2.5DD, 3BP, 0MP, .5SI = 10.5pts
Halberdier: .5M, 3AD, 3DD/1.5DD, 2BP, 1MP = 9.5pts/8pts
Ice Gremlin: 1M, 2AD, 1.5DD, 3BP, 1.5MP = 9pts
Magus Guard: .5M, 4AD, 2DD, 3BP, 1.5MP, 1DS = 12pts
Minotaur: .5M, 4AD, 2.5DD, 6BP, 2MP, 1SA = 16pts
Mummy: 0M, 3AD, 2DD, 2BP, 0MP, .5SI = 7.5pts
Ogre: 0M, 6AD, 2DD, 5BP, 1MP = 14pts
Ogre Champion: .5M, 5.5AD, 2DD, 6BP, .5MP = 14.5pts
Ogre Commander: 0M, 6.5AD, 2.5DD, 6BP, 1MP = 16pts
Ogre Lord: 0M, 6.5AD, 3DD, 10BP, 2.5MP = 22pts
Ogre Mercenary: .5M, 4AD, 4DD, 4BP, .5MP = 13pts
Ogre Warrior: .5M, 5AD, 2DD, 5BP, .5MP = 13pts
Orc: .5M, 3AD, 1DD, 1BP, 1MP = 6.5pts
Orc Archer: .5M, 3.5AD, 1DD, 1BP, 1MP = 7pts
Orc Shaman: .5M, 4AD, 2DD, 3BP, 1.5MP, 1.5 DS = 12.5pts
Orc Warlord: 1M, 4AD, 2.5DD, 2BP, 1.5 MP = 11pts
Polar Warbear: .5M, 6AD, 1.5DD, 6BP, 1MP= 15pts
Raptor(Pet): .5M, 3BP, 1.5MP, 2AD, 2DD 1A = 10pts
Raptor(Monster): .5M, 2BP, 1.5MP, 3AD, 1DD 1A = 9pts
Saberfeng: 1M, 5BP, .5MP, 2AD, 3DD = 11.5pts
Scout: 1M, 2AD, 3DD/1.5DD, 2BP, 1MP = 9pts/7.5pts
Serpent: .5M, 6BP, 1.5MP, 4.5AD, 1.5DD, 1A = 15pts
Sir Ragnar: .5M, 3AD, 5DD, 6BP, 1MP = 15.5pts
Skeleton: .5M, 2AD, 1DD, 1BP, 0MP, .5SI = 5pts
Skeleton Archer: .5M, 2.5AD, 1DD, 1BP, 0MP, .5SI = 5.5pts
Skullblight: .5M, 2BP, 0MP, 3AD, 1DD, 1A, .5SI = 8pts
Sorcerer King: .5M, 5AD, 2DD, 6BP, 3MP, 2.5DS = 19pts
Spawnling: 0M, 1BP, 0MP, 0AD, 0DD, 2A, .5SI = 3.5pts
Specter: .5M, 3AD, 1.5DD, 1BP, 0MP, .5DS, .5SI, 1E= 8pts
Spirit Rider: .5M, 4AD, 2DD, 3BP, 1.5MP = 11pts
Striker: 0M, 4AD, 5DD, 2BP, 1MP = 12pts
Swordsman: 0MP, 4AD, 5DD/2.5DD, 2BP, 1MP = 12pts/9.5pts
Witch Lord: 1M, 5AD, 3DD, 4BP, 3MP, 2.5DS, 1SI = 19.5pts
Witch Queen: .5M, 4AD, 3DD, 3BP, 2MP, 2.5DS = 15pts
Wolf: 1M, 3.5AD, 2DD, 5BP, .5MP = 12pts
Yeti: .5M, 3AD, 1.5DD, 5BP, 1MP = 11pts
Zombie: 0M, 2AD, 1.5DD, 1BP, 0MP, .5SI = 5pts

There are a couple other Dread Sorcerers and characters I wasn't able to investigate further. But if you're willing to do all that math maybe it would make a more even analysis for constructing teams. I'm open to constructed criticism, let me know what you think.


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Re: Comparative points system

Postby Macula » March 14th, 2024, 5:02 am

Pancho wrote:Another good way to bring Mind Points into the game is with spell scrolls, with a mind roll required before a scroll can be “read”, I.e. cast.

Doesn’t that sort of break what they are there for? To allow non magic users to cast?
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Re: Comparative points system

Postby Vorimir » March 14th, 2024, 9:17 am

I have been tempted to use a "Mind roll" to read a spell scroll or use a spell in a magic item (like the ancestral staff or the bone wand). An easy one but give it some randomnes and to give mind points an use. As easy as roll one D6 for every mind point and you need to roll at least a 4+ in one dice to be able to cast it. If you dont get it you lose your action but not the spell.
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Re: Comparative points system

Postby Macula » March 14th, 2024, 2:48 pm

wallydubbs wrote:
Monsters:

There are a couple other Dread Sorcerers and characters I wasn't able to investigate further. But if you're willing to do all that math maybe it would make a more even analysis for constructing teams. I'm open to constructed criticism, let me know what you think.


Our maths was completely different, but our answers ere within a gnats crotchet of each other! I think I gave a few more points for things like diagonal and ranged attacks, but that feels like mutual vindication to me.
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Re: Comparative points system

Postby wallydubbs » March 14th, 2024, 5:50 pm

Macula wrote:
wallydubbs wrote:
Monsters:

There are a couple other Dread Sorcerers and characters I wasn't able to investigate further. But if you're willing to do all that math maybe it would make a more even analysis for constructing teams. I'm open to constructed criticism, let me know what you think.


Our maths was completely different, but our answers ere within a gnats crotchet of each other! I think I gave a few more points for things like diagonal and ranged attacks, but that feels like mutual vindication to me.


Oh I did too. Diagonal attacks double the amount of squares you can attack, so I added half a point for that. Same for ranged weapons. However the Warlock's Wand can attack both range and adjacent, so I feel that deserves an extra point altogether.
I originally included a point for the Dwarf's trap disarm and half a point for the Rogue's (he can disarm with a Bandolier), but those are useless in arena mode. The Monk's ability to regain techniques would also earn him bonus points, but I don't think he can do that in arena mode since theoretically monsters will never be out of sight.


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Re: Comparative points system

Postby SirRick » March 14th, 2024, 7:54 pm

I read a different points system many years ago I still use to get a general idea of how balanced heroes are. Some are stronger than others, and BP are generally a lot more useful than MP, but I agree that is mainly the fault of the quests not the game system itself. Starting equipment is more open to interpretation, but generally suited to their role in the party, such as the Knight with defensive abilities starting with a Shield.

Basically this system I read about goes something like this: BP+MP, Equipment proficiency, and special abilities (if any).
Point Total and/or maximum: 14 points
BP/MP: 1 point each
Equipment Level: 1-3 points
1: Dagger, Staff
2: ??? Something in between 1 and 3. The Monk is the best example of this, some weapons and no armor.
3: All weapons, all armor (for the most part. Bard and Druid would be considered this level).
Specials: count as 1 point each. Most heroes have one special, but some of the newer heroes have more. Spells require at least 4 MP, and each additional spell group requires 1 additional MP (the Wizard has 6 MP and 3 spell groups).

Examples:
Barbarian: BP/MP = 10, Equipment 3, Special (nothing) 0 = 13
Dwarf: BP/MP = 10, Equipment 3, Dwarven Trap ability 1 = 14
Elf: BP/MP = 10, Equipment 3, Spells (1 group) 1 = 14
Wizard: BP/MP = 10, Equipment 1, Spells (3 groups) 3 = 14
Knight: BP/MP = 9, Equipment 3, Knight skills 1, Heavy armor ability 1 = 14
Druid: BP/MP = 10, Equipment 3, Druid spells 1 = 14
Bard: BP/MP = 9, Equipment 3, Extra Defend Die 1, Bard spells 1 = 14
Warlock: BP/MP = 9, Equipment 1, Spells (1 group) 1 = 11 :(
Rogue: BP/MP = 9, Equipment 3, Rogue skills 1 = 13 (More like 14 since the rogue skills have unlimited uses)
Monk: BP/MP = 10, Equipment 2, Extra Defend Die 1, Elemental Styles 1 = 14

These are just general comparisons but you can see the heroes are mostly “balanced” in a party setting. There are some flavor differences based on the hero’s theme, such as the Druid not being able to wear metal armor, or the Warlock getting to use the Wand to keep things interesting. Some abilities are more ambiguous in value such as the Rogue’s skills getting unlimited uses, or the Warlock frequently getting Demon Form back. You can also see which heroes are lacking, such as the Warlock. You could give the Warlock an additional BP and an additional group of spells (like Darkness) to go with her 5 MP to bring her up to 13 points for example. Alternatively you could increase her MP to 6 and give her two additional spell groups for a total of 14 points (probably WoM spells, since being able to choose the elemental spells would make her far superior to the Wizard). You can also see the Barbarian could possibly use some sort of ability to go with his starting broadsword. An offensive ability, such as some homebrew Barbarian skills, 1 bonus combat die (but starting with a shortsword), or a reroll when attacking are common suggestions I’ve seen at the inn. The Bard’s extra defend die gets negated if you fully equip him with Helmet, Shield, and Chain/Plate Mail, or Helmet and Plate Mail, but is still useful in quests where the heroes are captured or otherwise forced to use limited equipment like when being disguised.


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Re: Comparative points system

Postby wallydubbs » June 24th, 2024, 5:43 pm

So with the release of Jungles of Delthrak months away we know that there will be 2 new heroes, the Berserker and Explorer, which seem like less genetic versions of the Barbarian and Dwarf. I'm gonna use the comparative points system to see where they stand with the current heroes:

Barbarian: 8BP, 1MP, 3AD, 2DD, 0SS, 0TD = 14pts
Bard: 5BP, 2MP, 2.5AD, 3DD, 2SS, 0TD = 14.5pts
Berserker: 7BP, 1MP, 3AD, 2DD, 1.5SS, 0TD = 14.5pts
Druid: 6BP, 2MP, 1AD, 2DD, 2SS, 0TD = 13pts
Dwarf: 7BP, 1.5 MP, 2AD, 2DD, 0SS, 1TD = 13.5pts
Elf: 6BP, 2MP, 2AD, 2DD, 1.5SS, 0TD = 13.5pts
Explorer: 5 BP, 2.5MP, 2AD, 2DD, 3SS, 1TD = 15.5pts
Knight: 7BP, 1MP, 2AD, 3DD, 1.5SS, 0TD = 14.5pts
Monk: 6BP, 2MP, 2AD, 3DD, 3.5SS, 0TD = 16.5pts
Rogue: 5BP, 2MP, 1.5AD, 2DD, 3SS, .5TD = 14pts
Warlock: 4BP, 2.5MP, 3AD, 2DD, 2SS, 0TD = 13.5pts
Wizard: 4BP, 3MP, 1AD, 2DD, 4.5SS, 0TD = 14.5pts

The Berserker seems to comply with the 14.5 average. We can tell the Monk doesn't adhere to the same rules as the other heroes as his points are well above the rest, but the new Explorer seems to fall in-between the divide that separates the other heroes and the Monk. This is mainly due to the Explorer's unusually high mind points and reoccurring Skill Set.
We can look at our lowest hero, the Druid and attribute this to her starting weapon, but should still be quite formidable when once she builds up equipment.
What I'd need to do now is value in weapons and armor, to see what the heroes come out to once they build up all their weapons and armor, however some hero skills are based on what weapons they hold, such as some of the Monk's Techniques require unarmed combat, or the Knight's skills need a shield to work.

The Barbarian only has 1BP above the Berserker, who in exchange has 3 skill sets and can't use a crossbow. Fair exchange? I'm not certain, but one of these skills is a double edge sword that causes the Berserker to lose Body Points.the Barbarian should eventually acquire the Amulet of the North, which is his saving grace.
The Dwarf has 2BP over the Explorer and CAN wear metal Armor, meanwhile the Explorer has 2 extra Mind Points and Skill sets that could make the Dwarf envious, but the lack of metal armor might be harmful.

I'll be back once looking into hero points with equipment.


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Re: Comparative points system

Postby wallydubbs » June 25th, 2024, 7:46 pm

So this list is done without artifacts. Depending how you play it with so many heroes artifacts could pretty much be landed on anybody. So I'm gonna focus on maxing out with equipment (armor, weapons, tool kit, etc.).

Barbarian:
with Longsword, Shield, Chainmail, Helmet and Tool Kit raises the most points:
8BP, 1MP, 3.5AD, 5DD, 0SS, .5TD = 18pts
But alternatively he could wield a Battle Axe without a shield if you favor attack strength:
8BP, 1MP, 4AD, 4DD, 0SS, .5TD = 17.5

Bard:
Would probably start off with a slow build, holding onto that extra defense dice as long as possible, so he'll probably get the Bracers first before settling with a LongSword, Helmet and Shield. But actually, a crossbow might suit the Bard better due to limited body points despite 1 point less (I don't combine Crossbow with Shield).:
5BP, 2MP, 3.5AD, 5DD, 2SS, .5TD = 18pts
Or with crossbow
5BP, 2MP, 3.5AD, 4DD, 2SS, .5TD = 17pts

Berserker:
A Battle Axe would jive better with his skills to maximize attack strength, so match that with Helmet, Chainmail and Tool Kit
7BP, 1MP, 4AD, 4DD, 1.5SS, .5TD = 18pts

Druid:
With Longsword, Bracers, Shield and Tool Kit.
6BP, 2MP, 3.5AD, 4DD, 2SS, .5TD = 18pts

Dwarf:
With Battle Axe, Chainmail and Helmet
7BP, 1.5MP, 4AD, 4DD, 0SS, 1TD = 17.5pts
Or you can go with Longsword and Shield:
7BP, 1.5MP, 3.5AD, 5DD, 0SS, 1TD = 18pts

Elf:
Longsword, Chainmail, Helmet, Shield, Tool Kit
6BP, 2MP, 3.5AD, 5DD, 1.5SS, .5TD = 17.5pts

Explorer
Longsword, Shield, Bracers
5BP, 2.5MP, 3.5AD, 4DD, 3SS, 1TD = 19pts
Maybe a Battle Axe instead of Longsword
5BP, 2.5MP, 4AD, 3DD, 3SS, 1TD = 18.5pts
Trying a Crossbow, no shield
5BP, 2.5MP, 3.5AD, 3DD, 3SS, 1TD = 18pts

Knight:
The Plate Armor doesn't slow him down so he he [i]should[i] wear it, and not using a shield nullifies 2 of his skills, so wegoing with Longsword, Helmet, Shield, Platemail, Tool Kit
7BP, 1MP, 3.5AD, 6DD, 1.5SS, .5TD = 19.5pts

Monk:
Is very limited on weapons, but the Monk is actually stronger unarmed then if he/she used those weapons. The only exception might be the Crossbow. However 2 of the Monk's techniques are dependent on him/her being unarmed. So is there even a point to getting a weapon? For some circumstances, us the crossbow can be helpful, but the Monk needs to be unarmed for his Earth and Air technique to inevitably unlock Fire, so the only piece of equipment the Monk can get that doesn't hinder her techniques is a Tool Kit, so therefore:
6BP, 2MP, 2AD, 3DD, 4SS, .5TD = 17.5

Rogue:
It's debatable weather the Rogue starts with the Bandolier or no, but regardless this is about a fully equipped Rogue, also acquiring a weapon stronger then a Short sword would nullify his Ambidextrous skill, so I'm going to look at this in two ways:
5BP, 2MP, 2AD/2AD, 3DD, 3SS, .5DT = 17.5pts
But it's also been suggested that a Battle Axe on a Rogue could carry him with Opportunistic Striker... Interesting move and there's nothing wrong if you choose to play it that way:
5BP, 2MP, 4AD, 3DD, 2SS, .5TD = 16.5pts

Warlock:
Wand, Bracers, Tool Kit
4BP, 2.5MP, 3AD, 3DD, 2SS, .5TD = 15pts

Wizard:
Staff, Bracers, Tool Kit
4BP, 3MP, 1.5AD, 3DD, 4.5SS, .5TD = 16.5pts

So the Knight comes out to be obviously the most durable due to his strong defence. But a character with a stronger attack might be preferable to some quests. This doesn't mean the Knight is the best hero, but an incredibly formidable one that doesn't necessarily need artifacts.

The Explorer also had a strong showing, that potentially shows her as maybe one of the more powerful or at least most valued heroes.

The Warlock showed up in dead last. Her and the Wizard could benefit the most due to certain artifacts.


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wallydubbs

Swordsman
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