My custom heroes - Feedback please!
Hello everyone! Here's a bunch of custom heroes I've designed, basically based on the minis I have. As you can see, I love simplicity, and I hate to have extra cards.
I'd love some feedback especially regarding balance when compared to the four basic heroes.
Archer [bowgirl from Legends of Drizzt board game]
Move 2
AD 2
DD 2
BP 6
MP 4
Starting gear: short sword, bow (2 AD)
Special rules: monsters and heroes don't block line of sight. Cannot use shields.
Context: I've also added a 4AD long bow he can buy.
Cleric [from 2001 D&D adventure board game]
Move 2
AD 2
DD 3
BP 6
MP 4
Starting gear: mace (2 AD), shield
Special rules: +1 AD vs undead. Once per game, makes all heroes recover 1 lost BP. Can only use blunt weapons.
Context: I've also added a 3AD warhammer he can buy.
Druid [elf wizard girl from 2001 D&D adventure board game]
Move 2
AD 1
DD 2
BP 5
MP 3
Starting gear: staff
Special rule: At the beginning of each quest, choose one animal companion to accompany her.
Animal Companion: shares the same statistics as the druid (gear included), and plays immediately before or after the druid.
Wolf: +1 AD [from ashardalon board game]
Bear: +1 maximum BP [from ashardalon board game]
Panther: +1 movement die [from drizzt board game]
The bonus applies to both the beast and the druid.
Duelist [various guys from ashardalon (or drizzt?) board game]
Move 2
AD 3
DD 2
BP 7
MP 3
Starting gear: broadsword
Special rule: +1 AD vs monsters without adjacent heroes.
Knave (my simplified version of the Rogue) [two-daggers guy from ashardalon (or drizzt?) board game]
Move 2
AD 1
DD 2
BP 6
MP 4
Starting gear: dagger
Special rules: +1 AD vs monsters who are adjacent to other heroes. +1 AD when using dagger or short sword.
Warrior [fighter (?) from 2001 D&D adventure board game]
Move 2
AD 2
DD 3
BP 7
MP 3
Starting gear: short sword, shield
Special rules: His movement is never hindered by any type of heavy armor.
Scout [thief girl (?) from 2001 D&D adventure board game]
Move 2
AD 2
DD 2
BP 6
MP 4
Starting gear: short sword, bow (2 AD), tool kit
Special rules: Once per turn, when in front of a closed door, he may roll a combat die. Skull: the content of the room behind the door is placed on the board but the door stays closed. White shield: nothing happens. Black shield: the door is immediately opened. This skill doesn't count as an action. Cannot use shields.
Halfling [from ashardalon (or drizzt?) board game]
Move 2
AD 1
DD 2
BP 6
MP 4
Starting gear: dagger, sling (1 AD)
Special rules: opponents attack him with -1 AD (minimum 1). Can move through enemies and heroes. When searches, draws 2 cards and picks 1. No shield, no two-handed weapons.
The druid and the halfling are the two that I feel might be unbalanced: the druid might be too strong (it's like you're playing 2 heroes, and the gear you buy for one works for the other too), the halfling too weak.
Thanks in advance to anyone who'll want to chime in with some feedback!
I'd love some feedback especially regarding balance when compared to the four basic heroes.
Archer [bowgirl from Legends of Drizzt board game]
Move 2
AD 2
DD 2
BP 6
MP 4
Starting gear: short sword, bow (2 AD)
Special rules: monsters and heroes don't block line of sight. Cannot use shields.
Context: I've also added a 4AD long bow he can buy.
Cleric [from 2001 D&D adventure board game]
Move 2
AD 2
DD 3
BP 6
MP 4
Starting gear: mace (2 AD), shield
Special rules: +1 AD vs undead. Once per game, makes all heroes recover 1 lost BP. Can only use blunt weapons.
Context: I've also added a 3AD warhammer he can buy.
Druid [elf wizard girl from 2001 D&D adventure board game]
Move 2
AD 1
DD 2
BP 5
MP 3
Starting gear: staff
Special rule: At the beginning of each quest, choose one animal companion to accompany her.
Animal Companion: shares the same statistics as the druid (gear included), and plays immediately before or after the druid.
Wolf: +1 AD [from ashardalon board game]
Bear: +1 maximum BP [from ashardalon board game]
Panther: +1 movement die [from drizzt board game]
The bonus applies to both the beast and the druid.
Duelist [various guys from ashardalon (or drizzt?) board game]
Move 2
AD 3
DD 2
BP 7
MP 3
Starting gear: broadsword
Special rule: +1 AD vs monsters without adjacent heroes.
Knave (my simplified version of the Rogue) [two-daggers guy from ashardalon (or drizzt?) board game]
Move 2
AD 1
DD 2
BP 6
MP 4
Starting gear: dagger
Special rules: +1 AD vs monsters who are adjacent to other heroes. +1 AD when using dagger or short sword.
Warrior [fighter (?) from 2001 D&D adventure board game]
Move 2
AD 2
DD 3
BP 7
MP 3
Starting gear: short sword, shield
Special rules: His movement is never hindered by any type of heavy armor.
Scout [thief girl (?) from 2001 D&D adventure board game]
Move 2
AD 2
DD 2
BP 6
MP 4
Starting gear: short sword, bow (2 AD), tool kit
Special rules: Once per turn, when in front of a closed door, he may roll a combat die. Skull: the content of the room behind the door is placed on the board but the door stays closed. White shield: nothing happens. Black shield: the door is immediately opened. This skill doesn't count as an action. Cannot use shields.
Halfling [from ashardalon (or drizzt?) board game]
Move 2
AD 1
DD 2
BP 6
MP 4
Starting gear: dagger, sling (1 AD)
Special rules: opponents attack him with -1 AD (minimum 1). Can move through enemies and heroes. When searches, draws 2 cards and picks 1. No shield, no two-handed weapons.
The druid and the halfling are the two that I feel might be unbalanced: the druid might be too strong (it's like you're playing 2 heroes, and the gear you buy for one works for the other too), the halfling too weak.
Thanks in advance to anyone who'll want to chime in with some feedback!