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Battle Rage
A character with this ability rolls an extra combat die when attacking in hand-to-hand combat and one less combat die when defending in hand-to-hand combat due to their ferocious but reckless combat style.
= one hit
= one hit & pushback
= cancels one hit





Bareheaded Warrior wrote:I've been using the following for years, it is similar to yours, but simplerBattle Rage
A character with this ability rolls an extra combat die when attacking in hand-to-hand combat and one less combat die when defending in hand-to-hand combat due to their ferocious but reckless combat style.
That's a nice, simple, elegant rule.
Does mean that the Barbarian is always less 'tanky' though (which is a shame, given his high BP) and gives him a very high Attack Dice total all the time (I find even one extra attack dice makes quite a difference). How have you found playing this? Did the Barbarian feel overpowered at all?Kurgan wrote:Barbarian can wear the Amulet of the North and use Potions of Frost Skin, Battle Rage, and Icy Strength (even outside the Rise of the Dread Moon).


Kurgan wrote:Barbarian can wear the Amulet of the North and use Potions of Frost Skin, Battle Rage, and Icy Strength (even outside the Rise of the Dread Moon).


Soul Reaver wrote:Dwarf:
- 1 less Body Point
- Weaker starting weapon (Shortsword, or Handaxe in First Light)
+ 1 more Mind Point
+ Can disarm traps successfully without a toolkit 5/6 times
Conclusion: The weaker starting weapon is easily remedied, and the gold coin value of not needing a toolkit is in fact greater than the cost of buying a Broadsword, so this already evens out. Having 1 less Body Point is a bit of a downside, but the amount of Body Points potentially saved by both the Dwarf and his companions by having a 83% rather than 50% chance of disarming traps should not be overlooked, and is something the Barbarian can't buy. In balance, a Dwarf's unique ability is likely more useful to the party in the long run than the Barbarian's 1 extra Body Point, so the Dwarf is better.
Elf:
- 2 less Body Points
- Weaker starting weapon (Shortsword)
+ 2 more Mind Points
+ Can cast spells from 1 Elemental spell deck (or from the Elf spell deck, if using it)
Conclusion: The weaker starting weapon is easily remedied. The ability to cast spells adds a great deal of versatility. Picking either Water or Earth provides the Elf with a healing spell, which translates to 4 additional Body Points, not to mention the utility of the other two spells this provides. The Barbarian never gets the ability to cast spells, so the Elf is better.
Knight:
- 1 less Body Point
- Weaker starting weapon (Shortsword)
+ Starts with a Shield
+ Can wear Plate Armour without being slowed down
+ Has 3 Knight Skills
Conclusion: The weaker starting weapon is easily remedied. The ability to wear Plate Armour without being slowed is huge - it effectively means the Knight can buy the equivalent of Borin's Armour, and if you have Borin's Armour, it frees this up for someone else to use, giving another hero an extra potential defense dice. Having 1 less Body Point is irrelevant, since the Knight has the Stalwart ability that allows them to survive hitting 0 Body Points (or even -1 or less) with 1 Body Points once per Quest - so this is as good or better than having 1 extra Body Point. And finally, their Shield Block ability (if they choose to use a shield) blocks at least 1 Body Point of damage that would have been done to another hero, potentially even more. The Barbarian has none of these things, so the Knight is all-round better.
Berserker:
- 1 less Body Point
- Can't use ranged weapons
+ Has 3 Berserker skills
Conclusion: The Berserker skills are quite powerful but can only be used once per Quest and have conditions or costs. "Enrage" lets you spend 1-2 Body Points to perform an attack with 1-2 extra Attack dice. "Retaliation" lets you do 1 free attack on an enemy that attacked you (if you have 5 or fewer Body Points). "Frenzy" lets you attack every enemy adjacent to you, including on diagonals (if you have 3 or fewer Body Points). These are potent skills that the Barbarian doesn't have. That said, the inability to use a Crossbow does factor into balancing this to some extent, since the Crossbow is often considered a rather overpowered weapon, and the loss of 1 Body Point (plus the cost associated with Enrage) makes the Berserker into more of a glass cannon. On the whole I'd say the Berserker does still edge out the Barbarian for overall power, but it's a closer call than, say, the Knight.




Kurgan wrote:Not saying these aren't valid critiques and observations, but I'm going to look at the other angles of it too here...Soul Reaver wrote:Dwarf:
- 1 less Body Point
- Weaker starting weapon (Shortsword, or Handaxe in First Light)
+ 1 more Mind Point
+ Can disarm traps successfully without a toolkit 5/6 times
Conclusion: The weaker starting weapon is easily remedied, and the gold coin value of not needing a toolkit is in fact greater than the cost of buying a Broadsword, so this already evens out. Having 1 less Body Point is a bit of a downside, but the amount of Body Points potentially saved by both the Dwarf and his companions by having a 83% rather than 50% chance of disarming traps should not be overlooked, and is something the Barbarian can't buy. In balance, a Dwarf's unique ability is likely more useful to the party in the long run than the Barbarian's 1 extra Body Point, so the Dwarf is better.
Of course I'm assuming all the heroes are working as a team rather than as rivals, of course (and almost all quests are designed for 4 heroes)... there's only one Solo Quest built for someone other than the Barbarian or Elf and it's pretty easy (Into the Northlands).
When it comes to traps, most traps never need to be disarmed... either they are triggered automatically when walking through the doorway (dirty trick!) or else they can be avoided simply be careful searching. Pit and Falling Block traps are the biggest nuisance and in corridors they will need to be jumped (just as risky as disarming with a toolkit). Again, let the Dwarf do it. Other than some of these corridor traps the only other ones to deal with are the furniture traps on Chests when an artifact must be found. Once again, unless you left the Dwarf behind for one of these other heroes (or you let him die), the Barbarian doesn't have to risk himself. This keeps up the Dwarf's value, while his turn action is used to disarm to the trap while the Barbarian can still be useful fighting or doing the risky search.
Moving from 2 attack dice to 3 is a big deal. Broadsword costs 250 gold coins, while the Barbarian's is free. Depending upon where the heroes start gold may not be a big deal, but the Game System doesn't give out lots of gold to each hero without them having to work for it (and risk many hazards and Wandering Monsters). The Broadsword is FREE. Yes, if the Barbarian is willing to give it away to another hero when he upgrades HIS weapon, sure I guess that's great for that hero. The Barbarian never needs to disarm traps while the Dwarf is alive.
The Barbarian will on average kill his opponents faster and easier than the Elf or Dwarf. He can also tolerate bad Treasure cards a little easier so he could theoretically upgrade his gear faster, meaning he's always going to be "ahead" of his fellows unless he's deliberately holding back.
Mind points are great, but unless you're playing Frozen Horror (where "Poison" can take away potentially 2 Mind Points in the quest, leaving you "in shock" with halved movement, weak attack, and unarmed defense... until a Potion of Restoration heals you of course)... you only have to worry about this during select boss fights.Elf:
- 2 less Body Points
- Weaker starting weapon (Shortsword)
+ 2 more Mind Points
+ Can cast spells from 1 Elemental spell deck (or from the Elf spell deck, if using it)
Conclusion: The weaker starting weapon is easily remedied. The ability to cast spells adds a great deal of versatility. Picking either Water or Earth provides the Elf with a healing spell, which translates to 4 additional Body Points, not to mention the utility of the other two spells this provides. The Barbarian never gets the ability to cast spells, so the Elf is better.
Healing to save himself is great (Earth or Water spells), but this assumes he's always using it to save himself from death instead of healing the Barbarian to keep him alive and tanking the doorways. The heroes are working together as a team not as rivals competing in the 2021 edition like the 1990 NA edition. The other healing will always be in the hands of the Wizard (if the MOTM Elf spells are given and the Elf happens to choose those, the Wizard can have BOTH healings if he wishes and heal the Barbarian once again). Barbarian can benefit the most by healing to full when he's down to half. He also benefits the most from Healing Potions with less chance of "wasted" points (down to 2 and he could roll a 6 and go back up to full). More of course is possible when he gets the Amulet of the North for a max of 10. Meanwhile with the Elven Bracers (only available in MOTM's remake) the Elf can make it to 8 BP but the Barbarian may already be at 10 (depending upon what order you play the packs). The Elf Spells provide no healing so best used by an experienced elf who has accumulated some healing potions.Knight:
- 1 less Body Point
- Weaker starting weapon (Shortsword)
+ Starts with a Shield
+ Can wear Plate Armour without being slowed down
+ Has 3 Knight Skills
Conclusion: The weaker starting weapon is easily remedied. The ability to wear Plate Armour without being slowed is huge - it effectively means the Knight can buy the equivalent of Borin's Armour, and if you have Borin's Armour, it frees this up for someone else to use, giving another hero an extra potential defense dice. Having 1 less Body Point is irrelevant, since the Knight has the Stalwart ability that allows them to survive hitting 0 Body Points (or even -1 or less) with 1 Body Points once per Quest - so this is as good or better than having 1 extra Body Point. And finally, their Shield Block ability (if they choose to use a shield) blocks at least 1 Body Point of damage that would have been done to another hero, potentially even more. The Barbarian has none of these things, so the Knight is all-round better.
Defense is nice, but again the Barbarian can kill monsters faster. The Knight's Stalwart Skill is the only skill that actually helps himself... and brings him back with 1 BP, making it effectively like he has 8 BP I suppose, but doesn't help him maximize healing like the Barbarian can quite as well. The Shield Block only helps a fellow and Knight's Challenge draws more risk to himself (If he chooses) to save someone from a Wandering Monster attack. Plate Armor is the most expensive item in the Armory, so won't be available for a long time. By this time, it's likely Borin's Armor will be found, maybe even the Elven Chainmail (MOTM) and so it makes sense to just have three heroes who have the strongest armor, rather than worrying that two Plate Mail users will exist and one be jealous of the Knight! If the knight ever sells his shield, he loses two of his skills, meaning he won't be able to use the Battle Axe (though how Zargon handles switching weapons and armor to avoid cheating comes into play here) unless he thinks it's worth it. The Knight can never go above 7 BP while the Barbarian can go to 10, and equal his mind points, with FH's Amulet of the North. Plus he gets access to those extra potions (if Zargon decides to allows the Alchemist deck from ROTDM be available as a shop for every quest, then this becomes less of an advantage of course; Is Frozen Horror's Alchemist Shop only available during that expansion... or available during all of the "hero themed" packs?).Berserker:
- 1 less Body Point
- Can't use ranged weapons
+ Has 3 Berserker skills
Conclusion: The Berserker skills are quite powerful but can only be used once per Quest and have conditions or costs. "Enrage" lets you spend 1-2 Body Points to perform an attack with 1-2 extra Attack dice. "Retaliation" lets you do 1 free attack on an enemy that attacked you (if you have 5 or fewer Body Points). "Frenzy" lets you attack every enemy adjacent to you, including on diagonals (if you have 3 or fewer Body Points). These are potent skills that the Barbarian doesn't have. That said, the inability to use a Crossbow does factor into balancing this to some extent, since the Crossbow is often considered a rather overpowered weapon, and the loss of 1 Body Point (plus the cost associated with Enrage) makes the Berserker into more of a glass cannon. On the whole I'd say the Berserker does still edge out the Barbarian for overall power, but it's a closer call than, say, the Knight.
Berserker often throws his life away. He needs lots of healing as he loses BP even faster than the Barbarian despite the damage he deals. No upgrade to 10 BP. If he never uses his skills he could be a less risky way to fight but he'll kill enemies faster than the knight (and thus not have to worry about defending). The nice thing is if he's playing defensively but happens to take damage, he can make proper use of the skills, but needs backup, just as the Knight is not so great by himself. All heroes play as a team!
Don't underestimate ranged weapons. If you play the Crossobow as Avalon Hill intends (without the many nerfs people use) it's value is inestimable. It's like being able to throw unlimited broadswords at your enemies! Some rule that the Berserker can still throw weapons (dagger, hand axe). Of course one weapon is extremely weak and the other is a very expensive thing to throw (and for "only" 2 dice vs. 3 with the crossbow's unlimited arrows).
The Barbarian is awesome. Not invincible, not utterly self sufficient, but a strong asset to the team.
All that said, Homebrew is great... do whatever you want! But keep in mind when you boost one hero, you're back to the old "problem" of worrying the other heroes are now less desirable when another is boosted. Do they all have to be absolutely equal? In the first edition players would "roll off" to see who got first pick, and the last person would have to accept whoever was left (you could even do this if you only had two people playing). I'm navigating the tricky road of have an "upgrade" path of progression for the heroes, which means giving them all something as they complete more quests (but not endless growth, it still Maxes out after 10-14 quests completed then you're just buying more potions and hiring more mercs when available).






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