Count Mohawk wrote:I find it hilarious that you spelled "metaphysical" correctly, but missed on "occult" and "psychic". Unless those were purposeful misspellings...
No, their genuine mistakes

Most often I dont feel like going to google translate or wikipedia to find the correct spelling when in the middle of a good typing. When/if I compile everything in a final english version, I will of course check it again for errors...
Count Mohawk wrote:if you're using the -1 move on many of these helmets as a balancing measure, I should point out that although it may be thematically appropriate (how much can one helmet weigh?), by itself it doesn't actually slow your Hero's pace down that much.
This is true. However, the avarage move goes down to 6, which is many dangerous monsters move rate. I hope this will make running away harder, when it comes to that. Also, combined with using a shield that also slows you one square, the impact on movement should at least hurt a little...
As a sidenote, I make my quests pretty darn tough to get through...I aim for around one hero death per quest, with two deaths not being uncommon
Count Mohawk wrote:The wizard's mask is analogous to a gimpier set of Bracers. It should cost slightly less than they would; ie 200 or 250.
Yeah, sorry, that's one more mistake on these cards I'm afraid...appearantly I was more tired than I thought last night

It should be THREE dice that defends on black shields. That makes it slightly better

I have corrected it now
Count Mohawk wrote:When you have the ability to greatly improve your statistics as seems to be the case in your system (current maximum is 8 defense before shields and artifacts), you don't want the prices of each intermediate step to be too close together, as savvy players will willingly play a few of the earlier, easier Quests with base-level armor so as to grind enough gold to pick up a high-class armor later...
So true. But how close together is too close? This is why I need some help with the pricing. Your comments have really helped with this, so thank you mohawk
Count Mohawk wrote:Also, what does Borin's Armor do in your ruleset? I ask because original-ruleset Borin's is 4 base Defend, which may or may not be preferable to 5 base and halved Move from the Full Armor Suit!
Well, it gives you four dd without a movement penalty, so it would clearly be better. However, the primary use of my new armoury cards will be in my home made campaign rather than any of the basic ones. As the heroes start from scratch there, there will be no Borins Armour unless a quest is played seperatly and someone wants to use their base game character. In that case, I can't see why he/she should not be able to use it, but it's also just one player who gets it, so I don't think it matters much
