Balancing the Barbarian (HQ 2021)
I'm doing a lot of homebrewing for Heroquest, trying to create a homebrew ruleset that remains simple for my children and wife to play, while at the same time addressing various issues with the core rules.
One thing that has always bothered me is that Barbarian is just... worse than any other hero that performs the same role.
His only advantages are:
1) Having more Body Points
2) Starting with a Broadsword
Having a Broadsword isn't much of an advantage though as most other heroes that perform a similar role (Dwarf, Elf, Knight, Berserker) can also get and use a broadsword just fine, while having a bunch of advantages themselves.
Body Points meanwhile are important - far more so than Mind Points in most scenarios - but it must be noted that in practical terms, there isn't much difference between starting with 1 extra Body Point, or preventing 1 Body Point of damage to yourself, or healing for 1 Body Point.
Based on this, I did a quick mental analysis of other characters similar to the Barbarian, listing their pros and cons:
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.
My proposed homebrew fix is to give the Barbarian a simple ability to make him unique and better but still a fairly straightforward character to play.
The ability I came up with:
Anger
If the Barbarian takes any Body Point damage from one or more monsters, then if they use their next action to attack an adjacent monster, they may roll 1 additional combat die for that attack.
A few notes regarding the above:
- The ability only works if the Barbarian's next action is to attack. If he does not attack with his next action, the ability does nothing. The extra attack dice isn't 'stored'.
- The ability only ever provides 1 extra combat dice for an attack. It doesn't matter how many Body Points the Barbarian lost or how many monsters hit him before that attack, the bonus is 1.
- There is no limit to the number of times this ability can trigger.
However, I wanted to make sure that "Anger" doesn't straight-up make the Barbarian better than the Berserker either.
Comparing a Barbarian with Anger vs a Berserker:
+ Has 1 more Body Point
+ Anger can trigger multiple times in a Quest (every time the Barbarian takes damage from monsters)
+ The Barbarian can use a Crossbow
= The Anger ability doesn't improve Crossbow (or other ranged) attacks as it can only be used against enemies adjacent to the Barbarian
- The Barbarian can't control when Anger triggers (at least not directly - they can choose to wear less armour and put themselves in danger, which is rather thematic), whereas the Berserker gets to choose when they use Enrage for a similar effect.
- Anger will only ever provide 1 extra die, whereas the Berserker's Enrage can potentially provide a 2 combat dice bonus if they choose to lose 2 Body Points.
- The Barbarian only has Anger, while the Berserker not only has Enrage but also the Retaliation and Frenzy abilities.
Note that in my homebrew rules I've toned down the crossbow a bit (you need to spend a full turn to reload it after shooting, plus there's some minor time pressure in each Quest) so the crossbow advantage isn't quite as big for me, but I'd like to consider this in the light of the vanilla rules too.
What does the Inn think: is the proposed Anger ability too powerful? Or is it good as-is?
Should I tone it down so it only works sometimes (though that would make it even more complex)?
One thing that has always bothered me is that Barbarian is just... worse than any other hero that performs the same role.
His only advantages are:
1) Having more Body Points
2) Starting with a Broadsword
Having a Broadsword isn't much of an advantage though as most other heroes that perform a similar role (Dwarf, Elf, Knight, Berserker) can also get and use a broadsword just fine, while having a bunch of advantages themselves.
Body Points meanwhile are important - far more so than Mind Points in most scenarios - but it must be noted that in practical terms, there isn't much difference between starting with 1 extra Body Point, or preventing 1 Body Point of damage to yourself, or healing for 1 Body Point.
Based on this, I did a quick mental analysis of other characters similar to the Barbarian, listing their pros and cons:
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.
My proposed homebrew fix is to give the Barbarian a simple ability to make him unique and better but still a fairly straightforward character to play.
The ability I came up with:
Anger
If the Barbarian takes any Body Point damage from one or more monsters, then if they use their next action to attack an adjacent monster, they may roll 1 additional combat die for that attack.
A few notes regarding the above:
- The ability only works if the Barbarian's next action is to attack. If he does not attack with his next action, the ability does nothing. The extra attack dice isn't 'stored'.
- The ability only ever provides 1 extra combat dice for an attack. It doesn't matter how many Body Points the Barbarian lost or how many monsters hit him before that attack, the bonus is 1.
- There is no limit to the number of times this ability can trigger.
However, I wanted to make sure that "Anger" doesn't straight-up make the Barbarian better than the Berserker either.
Comparing a Barbarian with Anger vs a Berserker:
+ Has 1 more Body Point
+ Anger can trigger multiple times in a Quest (every time the Barbarian takes damage from monsters)
+ The Barbarian can use a Crossbow
= The Anger ability doesn't improve Crossbow (or other ranged) attacks as it can only be used against enemies adjacent to the Barbarian
- The Barbarian can't control when Anger triggers (at least not directly - they can choose to wear less armour and put themselves in danger, which is rather thematic), whereas the Berserker gets to choose when they use Enrage for a similar effect.
- Anger will only ever provide 1 extra die, whereas the Berserker's Enrage can potentially provide a 2 combat dice bonus if they choose to lose 2 Body Points.
- The Barbarian only has Anger, while the Berserker not only has Enrage but also the Retaliation and Frenzy abilities.
Note that in my homebrew rules I've toned down the crossbow a bit (you need to spend a full turn to reload it after shooting, plus there's some minor time pressure in each Quest) so the crossbow advantage isn't quite as big for me, but I'd like to consider this in the light of the vanilla rules too.
What does the Inn think: is the proposed Anger ability too powerful? Or is it good as-is?
Should I tone it down so it only works sometimes (though that would make it even more complex)?