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Goblin-King wrote:When life gives you lemons, squeeze those lemons into your eyes, enter a berserker rage and punch life in the face!


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benvoliothefirst wrote:Once you start upgrading the mercs with more armor, dividing the gold rewards amongst them, how is that functionally different from just having the player control four normal heroes? Especially if you allow the mercs to use new weapons or artifacts, it just seems like you're doing the same amount of work, with the rewards all concentrated in the main player character, which is dangerous.


benvoliothefirst wrote:The amount of well-thought-out, genuinely compelling discussion in this thread is inspiring. I wish the rest of the internet were like this.
Once you start upgrading the mercs with more armor, dividing the gold rewards amongst them, how is that functionally different from just having the player control four normal heroes? Especially if you allow the mercs to use new weapons or artifacts, it just seems like you're doing the same amount of work, with the rewards all concentrated in the main player character, which is dangerous.

Goblin-King wrote:When life gives you lemons, squeeze those lemons into your eyes, enter a berserker rage and punch life in the face!



Goblin-King wrote:When life gives you lemons, squeeze those lemons into your eyes, enter a berserker rage and punch life in the face!


Count_Monte wrote:
The goal is to address two issues -1) if someone doesn't have a group to play with, just one friend/family member where one is the Player and the other Zargon/Morcar. 2) Having 1 player control all 4 heroes doesn't allow the same kind of emotional investment/attachment to one hero, so the attempt is to use mercs as disposable red shirts while still keeping the overall balance/difficulty of the quests the same.
That's why I agree mercs shouldn't get to use any artifacts or other equipment with the exception of the player (using their own gold) to buy helmets/armor/shields for the mercs upon reaching Champion level, just so that the mercs get a few more BPs for the later quests. Or, as Count Mohawk suggested, have a higher tier of merc available.
The main issue to solve is figuring out how many mercs and what BPs they should have to make the quests comparable difficulty to having 4 heroes so the quests themselves don't need to be altered.




Pancho wrote:Those enhanced stats are in line with the "special" crossbowman, swordsman and scout from the Chronicles of Sir Ragnar. I've used these guys in some quests, and they are fun to play with.
You could make these guys available for later quests as highly skilled mercenaries. At a greater cost, of course.
I'm on my phone so can't post a link unfortunately, but if you go to the main webpage and under 'quests' you'll find the Chronicles of Sir Ragnar.


Count_Monte wrote:So if the consensus is that early on 1 Hero + 4 Mercs will work for beginner quests, and later on the Mercs will need to be "higher-tier", then perhaps a variant on what Phoenix and Slev did would work: When the Hero finishes the first 5 Quests and gets to Champion level, he earns the ability to purchase armor for his Mercs. He therefore has to choose whether to spend his gold upgrading himself or his Mercs. But at least this way he can raise their BP.
IF that works, then how would you handle the equipment from a dead Merc? Can the Hero salvage it and give it to a new Merc after the quest? These solo rules are assuming the Hero doesn't have to hire the Mercs, just pay for their upgrades once he's a Champion. Or maybe the cost of hiring new ones can be minimal. The idea is not to penalize the player for having to use Mercs, so all treasure shouldn't have to be spent on paying them.


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