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Anderas wrote:Your fighter is kind of like the Barbarian lots of people make.
Giving him 3 Mind Points is a wise choice, and equalize with
restricting the bonus to 1-handed weapons is also good.
The Cleric may use only blunt weapons.
Do you have blunt weapons in your Hero quest? I have the
feeling i need to know more about your equipment before
i can say something useful.
Is it in express that you restrict him to three spells or can
he have the entire spell school when you start developing
more water spells?
The Elf is a Shooty elf. There are two elves around in general
fantasy, the casting elf and the shooting elf. I like your
variant; however it is kind of helping door blocking actions.
That said, shooting through other models makes the game
easier and less discussions, so that's a good change to start
with.
The dwarf is the new Barbarian?
The Wizard - I wouldn't restrict him to pre-chosen spell groups
because there are more spell groups to discover latest with
Wizards of Morcar or with custom made content from the
forums. Just say "may choose three spell schools" should
suffice.
The Thief has a lot of bonuses.
The toolkit bonus, ok. The attack from behind, why not.
But being immune to most of the wandering monsters and traps
in the treasure deck? I don't know. Could this bonus be
softened a little bit? You could let him roll a combat dice
if it is a hazard or a wandering monster and on a skull he
suffers. What do you think?
Daedalus wrote:I'm a fan or your original plan for the Thief as the premier loot-grabber. I like starting with a tool kit and disarming on a , +2AD when attacking with another adjacent Hero, and drawing and keeping the best of two Treasure Cards when searching for treasure.
As a Thief is a substitute for the original Dwarf, he should compare in usefulness. A Thief not only disarms traps less effectively, but he also gives up 2-3 DD--this will cost a lot of Body Points. Who wants to play a wall flower? A Dwarf with a battle axe shames him. Sufficient compensation is called for to keep him competitive.
Better Treasure Cards can do this by losing less Body Points to negative cards while also providing potion buffs for a less lethal combat (for the Thief.) To boot, a Thief gains bonus gold coins that will more readily to pay for flanking Mercenary body guards. All this thematically matches a Thief's motivations for questing (looting and surviving) in my opinion.
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