I'm homebrew-modifying the Cure-type ability of a cleric player we have and the base character he's using is Tarlin from the Cleric Character Deck. I wanted to get your opinion on which of the two is better in terms of balance/play-enjoyment? (A)
(B)
--- NOTE:
Thank you!
I started playing Rise of the Runelords in which I noticed Clerics has the "Instead of your first exploration, <do something> <do healing>" abilities and it did carry to the Warpriest of Skull & Shackles but it was dropped when the Cleric character deck was released and even for Wrath of the Righteous base set. Are there reasons for removing this kind of ability is it is considered to overpowered, removed for balance concerns? I did a couple of customization to existing characters when we played RotR in which the "Instead of your first exploration" we changed it to "At the start of your turn" and made it in a way that you can discard any card. We found ourselves too reliant on that skill and I believe it made the game easier for us. So right now, we are currently playing WotR, we tried using the ability as written and we found out that the "Instead of your first exploration" was rather off-putting for the healer player since he is not able to do anything aside from healing other players and we are concerned for his enjoyment of the game. I wanted to ask (if it's possible) the design reason why the "Cure"-type ability was dropped for future characters. My purpose is I would like to homebrew-change the existing "Tarlin" character, but I do not want to make him super-OP in healing because otherwise the player will choose Damiel (and that opens a whole lot of canned worms). Thanks!
So for past few weeks I have been asking about what character to play in our session of Wrath of the Righteous, fellow members pointed me to the gnome summoner, Balazar. As I am reading more about him, I too find him interesting because he fits right up in my alley as a STR character (or at least someone who can fight), but I am torn between what instance of that character to use. Can you help me understand the differences of the two iterations of Balazar, The Summoner (from WotR and from Summoner Deck)? A comparison review, if you will, where one is better than the other and vice versa? This goes for his eidolon, Padrig as well (since I learned you can mix-and-match the Eidolon (Padrig) with the character card (Balazar)).
Thanks guys, you're all awesome! This thread is most helpful. Yes, for Damiel, I was planning to add boons from RotR to augment the number of potions that he can use. We also have a couple of Character Decks (Fighter, Cleric and Barbarian) and we added some of the helpful boons from those sets to add more "contested" boons like Melee weapons, Allies and Blessing (if the set already has that boon, we stick to that number and when a player gets that card, he is handed a copy from the CD instead.) For Crowe, I was really just set on playing a Melee Fighter that can go multiple combat and wreck monsters since I originally played a Barbarian (Osteg) on RotR and I really like the simplicity and fun of just thrashing monsters. As for Balzar, I read a bit more about the Summoner and he does seem super-beastly even at the early game. I never got it at first when I first read it that when Padrig gets displayed, he never leaves the field after so that is a plus! And with the discard-a-spell for a monster card, he basically gets d10(+2) + d6 + d4 + AD# as his combat die, am I correct? And if he wins, he basically gets the d4 back. WOW! But he does have that 6 card hand-size that makes me super afraid of getting hit... hmm, I will give this one a try nonetheless. INT + Arcane are what we are technically missing (He can also do Fortitude, Strength, Dexterity and Constitution if I choose Eidolomancer, so LOL).
Thanks elcoderdude and Longshot11. Looks like Gunslingers are out. As for the Summoner, I don't like playing support and I feel wouldn't be good at it too since I REALLY like fighting monsters in this game and with my last experiences with Arcane casters, I die like crazy (Wizard, Sorcerer, Arcanist). Looks like Crowe is a good choice for me after all since I do plan to get his ARCANE +3 ASAP. But I want to get some clarification with "Intelligence in WotR is next to useless", does this mean there are very few locations that closes with INT? I took to looking at Damiel because I can pack myself with as many potions as possible and healing potions are recharge to use for me instead of getting banished (the cleric don't need to worry about me). Now the current dilemma seems to be if I choose Crowe I would be competing with both Tarlin and Alain for 2-handed weapons (Alain would be getting polearms). Is the Arcane Skill that Crowe will provide outweighs getting INT/DEX (Disable) from Damiel? Since we haven't started I did not study the Mythic Path and Location cards. (Somehow I feel it's cheating, but I think I can read Mythic Paths but not location and scenarios.)
Hi Everyone, We're getting ready to run Wrath of the Righteous and we're finalizing our characters, originally I am to play Crowe the Bloodrager but after looking at other player's characters, I decided to move to a character that can handle INT skills. Btw, here is the team: 1.) Hunter (Adowyn)
Looking at the skill set we lack an INT based character, I decided to choose between Damiel (The Alchemist) and Skizza (The Gunslinger) because I want to able to wield a weapon and be combat-ready at all times (I tried an arcane caster twice, but I keep dying, so arcane casters may not be the best for me, so a DEX/INT became my choice). Additional caveats: If I were to choose Damiel, I will play it using only boons I have for "Wrath of the Righteous" and "Rise of the Runelords" (for additional potions/alchemical brews -- I notice it doesn't matter what the potion is, his bombing-skill still works), but if I were to choose Skizza, I would need to purchase the Gunslinger Deck (I'm not thrilled in getting one yet). I can play those two character since I can print their character sheets (we play using paper-printed character sheets instead of the cards). What difference do these two characters offer? What would be the best character for me to play? My temperament as a player is I like combat and fighting monsters, I like to keep playing blessings/items/allies and would like to refresh my hand often. I prefer the Barbarian, Fighter and Bloodrager classes, but I am forced to do another class to accommodate the party's needs (and try something else). Feel free to ask me other questions if it will help you (and me) in finding a better character for me to use. Thanks!
For now this is specific to Alchemist Deck - Damiel's ability, but I would like to expand this question to other relevant cards: "You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check)." My question is, do you add bonuses you have on your sheet to your Intelligence when using this ability? Is this the same for any ability that reads like that from cards and other characters or is this unique to Damiel? (I read the Longbow added only the Unmodified STR skill). i.e. I'm playing on the 3rd Adventure, Damiel has a +1 on his INT and +1 on his Dex. I encountered a monster and I have a dagger and a potion I can use. I use the ability and reveal the dagger, so my die rolls would be d12 + (1) + d10 + (1) + d4 correct? Thanks.
Hi, We just finished our Rise of the Runelords game and we had a great time playing it, now we moved to Wrath of the Righteous. We decided to add some of the good boon cards like weapons and armor to the WotR since we're playing three 2-handed weapon users. My question is, on your opinion: When is the best time to include the Loot Cards from RotR, as additional loot to their respective Adventure Number or include them in the box to find randomly? As additional challenges? Has anybody else done something like this, how did you do it? Thanks!
Hi guys, My question is more about the RP elements specifically the background of a Bloodrager PC. I hope I posted this is the right section. Bloodragers seems to be closely related to a Barbarian character because of it's usage of rage in battle, but does it mean that Bloodragers are just barbarians with magic? Does a Bloodrager PC always have to start their life in a savage environment with the typical tendencies of a brutish character? Can a future bloodrager come from a city background, and in fact is either training to be a sorcerer/wizard (studying in the local magic academy) or like a fighter (learning under the city's master-at-arms) or like a monk or a samurai (started his training in a monastery) before discovering his Bloodrager abilities and then moving out to learn more about himself (or finds a teacher that directs him/her to better understand his Bloodrager gifts)? Would it be okay for that PC Bloodrager to don clothes and observe traditions of a class that is not the typical barbarian character, like him typically wearing what could be described as a samurai's hakama or a fighter's cloth tunic and leather armor instead of furs, hides and bones? Or does a Bloodrager fall into the category of a savage brute who does tons of damage and nothing else or they can be played in slightly different way? Thanks!
Thanks for the reply guys. I appreciate it. I made some changes to the powers based on the initial comments I've received, and from the suggestion of a buddy of mine I gave each ability code to better identify them. :D Here are the updates I made to each of the abilities based on what I got from this thread so far. Basic
Wanderer of the North
Executioner {E-1} At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
To further expound on the reasoning of each ability and it's flavour I will to explain the powers. -------------- {B-1}{W-1}{E-1}
This also allows the Barb to rehash his hand in case he doesn't have good cards. This power is designed to be useful only during the early turns (2nd to 3rd turn) as late turns would make him useless in the only thing he is good at (fighting). -------------- {B-2}{W-2}{E-2} {B-3}{W-3}{E-3}
-------------- {W-4}
-------------- {W-5}
But now, looking at it, I went back to the first idea. :S
-------------- {W-6}
-------------- {E-4}
-------------- {E-5}
-------------- {E-6}
Originally it made the player discard the buried cards and had the player add 2d10 to a roll. The Barbarian now needs to rebuild the number of buried stacks to try to reuse them again, but I felt discarding made it too OP since a healer teammate can have the cards reshuffled back to the deck, there's no "finality" with the decision to bury the card. I tried adding a "Use only once per scenario" but I felt it's too much of a cop-out. Banishing the buried card feels as though it has too much "finality", it does require the player to have a better strategy when setting up the stacks, but if so, the bonus should stay at 2d10... but.... 2d10 regardless of the requirement to get there is still too OP. So I made a decision to drop the bonus to 1d8 and have you able to trigger it only when you have three or more stacks plus the fact that it is only for Henchmen and Villains and only when using a weapon, which now I feel made it a (more for me at least) a fairer power and goes with the flavor of the character. -------------- What do you guys think?
What do you think of this custom character I've made? The basic template comes from the Barbarian build "Ostog" but I tweaked it a bit. [BARBARIAN] STRENGTH d12 [] +1 [] +2 [] +3 [] +4
WEAPON 6
Hand Size 4 [] 5
(1) At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
ROLES:
(1) At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
"Executioner"
What do you think? Are the powers "fair"? |