Mods finetune to my Healer
To use a special/bonus action in my mods requires the Heroes to sacrifice a rolled movement d6. It ties in extremely well with the various different unique skills a character may have but keeping it universal and incredibly simple. Same as climbing on/off a table.
Mind Skill Test: Sacrifices a rolled Md6 equal to or
lower than your Mind to activate use skill.
Healer: -1M to heal a Hero anywhere on the board
the sacrificed d6 worth of lost B and/or M.
Previously the Healer would roll an extra d6 to see how much it would heal, potentially OP as it's anywhere on the board. Now as a quest evolves this will get weaker due to the nature of how using an extra skill/action works, the sacrificed Md6 needed to activate being reduced, the less the character can be healed, Perfect! With a lot of other intricacies to how it works introduced.
The healer, if a cleric, depending on character creation, also starts each quest with 3 Holly water vails, which have the added ability of healing a Hero 1 B or M.
For those who haven't seen my mods yet.
House Rules
Character Creation
Armoury, Alchemist, Inn
Mind Skill Test: Sacrifices a rolled Md6 equal to or
lower than your Mind to activate use skill.
Healer: -1M to heal a Hero anywhere on the board
the sacrificed d6 worth of lost B and/or M.
Previously the Healer would roll an extra d6 to see how much it would heal, potentially OP as it's anywhere on the board. Now as a quest evolves this will get weaker due to the nature of how using an extra skill/action works, the sacrificed Md6 needed to activate being reduced, the less the character can be healed, Perfect! With a lot of other intricacies to how it works introduced.
The healer, if a cleric, depending on character creation, also starts each quest with 3 Holly water vails, which have the added ability of healing a Hero 1 B or M.
For those who haven't seen my mods yet.
House Rules
Character Creation
Armoury, Alchemist, Inn
number of
or
back.