| Matt Scott 90 |
| 1 person marked this as a favorite. |
Aha! I'm back procrastinating on homework to bring you a crazy probably overpowered Idea for a character :P (At least I'm being creative right?) What do you think?
Yes she starts out weaker than most with D6's to everything, but increases faster than other classes as well. It should be considered a blank slate style class that specializes in support of other characters through her powers.
Adventurer Class
SKILLS
STRENGTH d6 ☐+2 ☐+4 ☐+6
DEXTERITY d6 ☐+2☐+4 ☐+6☐+8
CONSTITUTION d6 ☐+2 ☐+4
INTELLIGENCE d6 ☐+2 ☐+4
WISDOM d6 ☐+2 ☐+4
CHARISMA d6 ☐+2 ☐+4
Reflexes: Dexterity +2
Perception: Wisdom +1
Survival: Wisdom +2
POWERS
HAND SIZE 7 ☐8☐9
PROFICIENT WITH X Light Armor ☐Heavy Armor ☐Weapons
Akiala is considered dead when she does not have any cards from her deck to draw from, and her hand is empty.
At the start of your turn you may look at the bottom card of a location deck, if it is a boon you may encounter it immediately ☐ Or exchange it for a random boon of that type from the box.
You may give up to three cards instead of one to other players at the start of your turn ☐ If you give two or more cards take one random blessing from the box and put it in your hand.
May use cards that allow exploration to be used on other characters at your location.
CARDS
WEAPON 2 ☐ 3 ☐ 4
SPELL - ☐ - ☐ - ☐ -
ARMOR 1 ☐ 3 ☐ 4
ITEM 4 ☐ 5 ☐ 6
ALLY 4 ☐ 5
BLESSING 4 ☐ 5 ☐ 7
Favored Card Type: Blessing
| Matt Scott 90 |
Added Role Cards
Akiala: Jack of All Trades
☐ At the start of your turn, you may recharge a random card from a characters discard pile into their deck ☐ Hand
☐ Add +1 Divine: Wisdom and +1 Arcane: Intelligence
☐ Add 1d4 to Melee checks and 1d4 to Ranged checks
Akiala: Trail Blazer
☐ For your first encounter you may encounter the top card of an adjacent location deck getting +1 to checks made there.
☐ If you gain a blessing card recharge a blessing from you discard pile into your deck ☐ hand.
☐ All 1d6's rolled if you roll a 1, count it as a 2 ☐3
| jones314 |
A very interesting character. Starts out very underpowered when the party needs everyone to pull their weight. Hard for me to judge the balance of the potentially great powers.
Couple things. What trait is Reflexes? Maybe clarify the d6 to be for checks (last power of Trail Blazer). Sometimes you need to roll a d6 for other reasons and if you could guarantee never rolling a 1 it would mess some things up.
| Flat the Impaler |
So the obvious issues first...
1) You have both too many and too few power feats; it should be 4 for the base character and a total of 12 on both side of the role (including the 4 from the base).
2) There is no Reflexes skill. Did you mean Acrobatics?
3) You should have 10 card feats; you currently have 11 but those for Spell don't make sense. Did you mean to allow 2 upgrades from "-" (0) to 0 to 0, or should that be 0 to 1?
4) Your "May use cards that allow exploration" power should probably include some extra wording to prevent a player from exploring outside of their own turn.
5) Your "start of turn" power is fine (except "look at" --> "examine"); the "exchange" option is a cool idea.
6) There is no (official) mechanic for "adjacent" locations, but I've seen others use it as a halfway point between "your" and "another".
The more subjective feedback...
7) I would probably tone down the "give 3" power to 2; the jump from 1 to 3 seems a bit extreme to me. Maybe allow an upgrade to 3 with a power feat? Personally though, I don't really see the value in this power other than handing another player all of your gear and letting them play the scenario for you.
8) The death power is interesting and different. It's hard to gauge its true power, but protection from death seems like it would be a very powerful thing. Maybe too powerful for mere mortals?
9) I second the comment on rolling 1 on the d6 rolls; it should include some verbiage that this is for "your check" only.
10) I'm torn on your base dice. On one hand, the doubled modifiers seem like they should be overpowered. Consider the range of rolling every base skill for a character: normally, this would start at 6-42 then progress to 21-57 (maxed). Yours has a range of 1-36 (subpar) progressing to 36-66 (significantly higher on both sides).
However, the highest die being a d6 is probably going to mean this character is simply never good at anything and is going to really struggle not just early on, but also later on when you need higher rolls. I just can't tell if this is helping or hurting your character in the long run.
My opinion only...
Honestly, I just don't "get" this character. I don't get a sense of who or what this character is, where the powers come from, or how they fit together. While this isn't strictly necessary, it does help flesh out a more cohesive and compelling character (much like in the RPG); it should also help guide your character development.
For example, this is (probably) a human with no real training. And yet she can stave off death better than a hardened warrior... I just don't buy it. However, if this character cannot die easily because she's already part undead or some other reason, then that could make sense. Then from there, you can build and find other powers that fit that theme and make more sense together.
Take a look at existing characters and try to "read" them. Take (Class Deck) Valeros for instance, a fighter. His "weapon" power comes from his training with weapons; he can use them more effectively and do more damage without exhausting himself (recharge vs discard). His "reveal an ally" might be symbolic of flanking an enemy, so you get combat advantage. (This may not be true of all characters and powers.)
Anyway, that's my 2 cents.
| Flat the Impaler |
8) The death power is interesting and different. It's hard to gauge its true power, but protection from death seems like it would be a very powerful thing. Maybe too powerful for mere mortals?
I've remembered that there are certain situations/monsters that target your deck directly that should kill you, but wouldn't if you had this power. I now am confident this is massively overpowered.
I wonder though if this would still work if toned down a bit lot. As it is now, it lets you live 6 cards past the point of death (huge on its own) and makes you invulnerable to direct deck discards. Maybe if it was in relation to your hand size? For example:
When you reset your hand, you may reduce your hand size by 1 (or 2).
Now, this may look radically different, but it's effectively the same concept, but limited. Here's what it's doing:
1) If your hand size is 6 and you have 5 cards in your deck and none in your hand, you can decide to reduce it to 5, draw 5 (not die), and then end your turn barely clinging to life.
2) You still die if something forces you to discard directly from your deck.
It's probably still too powerful for a starting character power, but I don't think it's game-breaking.