by wallydubbs » December 25th, 2023, 5:29 pm
I'm in complete agreement with Sir Rick, the Dwarf's trap disarm ability is invaluable to the group. There may be some quests with little to no traps that aren't as devastating, but if the heroes are careful in the quests with traps the Dwarf doesn't just disarm the trap for him, but saves the rest of the heroes the trouble from having to jump one too.
Even though heroes like the Barbarian, Monk and Warlock are great at taking out other monsters, part of me is feeling the heroes that look after and support their teammates might make up the most preferable. I'm suggesting a 4-Hero team of the Knight, Wizard, Bard and Dwarf. The Knight is a sufficient tank with the added Defence Dice. As shown in his match with the Barbarian an extra defense trumps an extra attack dice... At least in the long run. Two of the Knights skills assist his fellow heroes. Knight's Challenge can be used to save the Wizard from a dangerous Wandering Monster.
The Wizard adds a lot of spells to help his fellow heroes, not just healing spells but Courage, Rock Skin, Veil of Mist, Swift Wind and Pass Through Rock can be used to turn the tide of battle by getting a hero in better position or upgrade an attack or defence.
The Druid, Elf or Bard could be the 4th hero as they each have spells that come in handy. Healing spells is always a good one from the Druid, who can also build up weapons over time and she's not restricted from a shield either. The Elf has a larger variety of spells to choose from, so he's not a bad choice either. But the Bard has a reoccurring spell on Inspirational Tale and Healing Song effects more then just 1 hero. His additional defence dice comes in handy early on, but you could eventually choose to upgrade his defence to 5DD, which he's not exactly restricted from. He also starts off with a rapier, that gives him diagonal attack which is a good supporting weapon. If another hero has a direct attack and fails, his diagonal attack could make a difference. Even though 5 BP isn't all that grand, I think it eventually works out.
I had to dismiss the Rogue as he/she is far too risky. The Rogue relies greatly on the position of the other heroes. Even though he/she can run through monsters with Combat Mobility, there's a good chance his attacks could fail. Ambidextrous adds a unique twist to possibly take out 2 monsters. But since he/she can't go higher then 3 defence dice she's a bit of a liability. I've played a quest pack through from Prince Magnus' Gold through Keller's Keep with the Rogue, Barbarian, Elf and Druid. The Rogue died twice (Elixir of Life save) before being replaced by the Dwarf.
So the Knight, Wizard, Bard and Dwarf, I haven't played through with this group to test, but on paper it sounds like formidable team.