|W E Ray|
So,... never a card-game guy, strictly D&D(Pathfinder), but played a session or two with some other Paizonians and kinda like it.
Have a couple questions on Homebrew design I'm sure the Lords-of-the-Boards have already hashed out and can tell me about or link me to the right Thread:
1) What are some typical, well play-tested, alternate Class builds? Like, have you guys made alternate Paladins, Wizards, Druids & such, either just Abilitiy Score dice rolls and/or legal cards for the Class' deck?
2) Better, have you guys designed some balanced, well play-tested, "create-your-own-class" rules ... and what are some?
3) Would lengthening your hand from 15 total cards to 20 total cards, and then adding 1 card to your, um, "face up" cards make the game unbalanced -- that is, if you then also added another monster to each "location"(?) deck and maybe another few cards to the "timer"(?) deck that keeps track of the whole session's success/ failure?
. . . .
I think the individual monsters seem a bit weak, but then the group I sometimes join is (and I am) very into helping each other out with Blessings & such, making monsters "defeat DC" pretty low compared to what we come up with. (Obviously this depends not only on playing style within the group but also Class selection and group size).
I also really like playing the Paladin but would rather select an Ability-Score array and Deck make-up and such without having it written in stone. Any Homebrew designs out there that, for example, let a Paladin keep an Item Card and take away, for example, an Armor Card -- Or increase his DEX dice while decreasing his WIS dice?
What's out there?