
Ghostfan28 |
I wanted to play a cleric who is a bit more rounded than Kyra, but I want to make sure it isn't overpowered. Please let me know if anything seems a bit off so I can tweak the character.
Character: Ixtla the Cleric
Skill Feats
Strength: D8 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity: D4 [ ]+1
Constitution: D6 [ ]+1 [ ]+2
Intelligence: D6 [ ]+1 [ ]+2
Wisdom: D10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Perception: Wisdom +1
Charisma: D8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1
Card Feats
Weapons:3 [ ]4 [ ]5
Armors: – [ ]1
Spells:4 [ ]5 [ ]6
Items:1 [ ]2
Allies:3 [ ]4 [ ]5
Blessings:4 [ ]5 [ ]6
Power Feats:
Hand Size 6 [ ]7
Proficient with: [ ] Light Armors Weapons
Instead of your first exploration on your turn, you may display a card with the Divine trait to allow each character at your location to shuffle 1 ([ ]2) random cards from their discard pile into their decks; then, discard the displayed card.
You may recharge a spell with the Divine trait to add a D4 ([ ]+1) with the Cold trait to a combat check at your location.
Ice Queen
Hand Size 6 [ ]7 [ ]8
Proficient with: [ ] Light Armors Weapons
Instead of your first exploration on your turn, you may display a card with the Divine trait to allow each character at your location to shuffle 1 ([ ]2) random cards from their discard pile into their decks; then, discard the displayed card.
You may recharge a spell with the Divine trait to add a D4 ([ ]+1) ([ ]+2) ([ ]+3) with the Cold trait to a combat check at your ([ ] or any) location.
[ ]Reduce Cold damage to all characters at the same location as this character by 2
[ ]When playing a spell with the Cold trait, you gain the skill Arcane: Charisma +1 ([ ]+2)
[ ]When a character plays the Blessing of Pharasma on your check, that character may recharge the blessing instead of discarding it.
Water Healer
Hand Size 6 [ ]7 [ ]8
Proficient with: [ ] Light Armors Weapons
Instead of your first exploration on your turn, you may display a card with the Divine trait to allow each character at your location to shuffle 1 ([ ]2) ([ ]3) random cards from their discard pile into their decks; then, discard the displayed card. ([ ]You may then draw a card).
You may recharge a spell with the Divine trait to add a D4 ([ ]+1) with the Cold trait to a combat check at your location.
[ ]You automatically succeed at your check to acquire ([ ]or recharge) spells with the Healing trait.
[ ]When you defeat a monster by 4 or more, you may recharge a blessing from your discard pile.
[ ]When you play the Blessing of Pharasma, you may recharge it instead.

jones314 |

I like overall what you did, the roles in particular look cool. The first basic power looks pretty weak because you have to give up an exploration and a card to get one or two back. I don't know if it would be worth using. The second seems like it could come in handy.
If the one or two cards recharged weren't random, then maybe it would be more powerful. Or maybe if you didn't have to give up your first exploration.
Just my two cents.

Ghostfan28 |
Do you think I should just bump up the number of cards to 2 or 3? Maybe only at the end of his turn after exploring?
At the end of your turn, you may display a card with the Divine trait to allow characters at your location to shuffle 2([ ]3)cards from their discard into their decks. Then discard the displayed card.

isaic16 |

Here are a few thoughts. Overall, it's a good start:
1. Maybe it's just from the comparison to Kyra, but the character feels a bit divided. The Melee and Weapons being increased, as well as adding weapon proficiency, seems to indicate that she wants to be a close-combat basher, but the lack of armor and the hand size of 6, seems to indicate she's a primary caster. Does she play like an absolute glass cannon in the RPG, since that's what she comes off as here? I think I'd either drop to a hand size of 5 or give light armor proficiency and an armor starting in her deck, otherwise I'm not sure I get a cleric vibe.
2. Her first power is a very tricky one to manage, since it varies so wildly based on the size and composition of the group. Also, adding +1 to it is such a massive buff in comparison to most power feats that I would be reluctant to have it on the base card. (Having it available on both roles is fine). To give a comparison, if there are 2 other characters at your location, each use of the power heals as much as when Kyra has used her power feat and then rolled maximum on her die. And also, it's a lot more likely 3 characters will have 2 cards in discard than of one having 6, so there's less overhealing. What I might do is instead have a power feat where you get an extra card healed (similar to major cure), so you still have a buff on the base card, but you don't have a major steady heal until later.
3. The second ability feels too narrow. She only has 4 spells in her deck (maximum 6), and you will often want to use the spells as spells, so there just aren't many opportunities to use it. I'd compare it to the similar ability that Vyka has, which requires a weapon with bludgeoning, and gives d6. Since weapons can be just revealed, you don't have the same tough choice of playing or using your power that you do with this character with spells. I think I'd at least buff this power to adding a d6, since I think it needs to be that high to be worthwhile to use instead of just playing the spell.
4. There is a severe anti-synergy between the support ability and the Arcane ability of the Ice Queen. The Arcane ability heavily implies that you should add the superior Arcane Ice spells to your deck. However, adding those gives you even fewer uses of the assist power, which is also heavily buffed in this form. The easy solution may be simply to be able to use spells with the Divine or Ice trait on that ability. I doubt it's worth a power feat on its own, so I'd probably add that to the base power if that's the direction you choose to go.
5. I don't get thematically the overkill to recharge a blessing in the water healer role. Other than that, I don't see any issues here.
I hope those thoughts help! Let me know how your testing goes!

isaic16 |

Now it's a power that you would use a lot. Especially if you took a power feat to get to 3. Play with it some and see what you think.
You can probably guess I disagree pretty strongly here. At even two players, having this power start at 2 is going to usually heal more than the standard cleric heal (1d4+1 averages 3.5, 2 players getting 2 cards is 4). When you get to a group that likes to be together (Picture Valeros, Lem, and Damiel with this character), and you are just turbocharged beyond belief. Extra explores are far less dangerous, because you're getting two of them back each turn roughly, which more than cancels the exploration cost.
One to everyone at the location is absolutely the right place to start. If you fear it's too weak and needs a bonus, do something like I recommended above and give an extra heal to yourself, similar to major cure.
Sorry if that was overly forceful. Obviously this is all IMO, but I do think it would be a major mistake to take this advice (no offense to you, jones314. I think you might have less experience in 6 player games than me, though)

Ghostfan28 |
I actually just am running a 4 character campaign. I control 2 and my partner controls 2 as well, and when creating this character I was going for more of a support role that can actually take care of themselves. I kinda thought that starting at 1 and giving up the explore was a tad nerfed because she only starts with 4 blessings, so having one to explore on the same turn she heals might not happen.
Do you think if I instead started her healing at 2, but restricted it to one character that she would seem a bit more viable?

isaic16 |

I actually just am running a 4 character campaign. I control 2 and my partner controls 2 as well, and when creating this character I was going for more of a support role that can actually take care of themselves. I kinda thought that starting at 1 and giving up the explore was a tad nerfed because she only starts with 4 blessings, so having one to explore on the same turn she heals might not happen.
Do you think if I instead started her healing at 2, but restricted it to one character that she would seem a bit more viable?
I originally started typing a response, under the assumption that you were healing for 2, but only to one character. If that is what you meant, see the paragraph below (Marked with ***). However, I realize now that you may have been referring to my idea of healing 2 to one character, and one to everyone else. If that is what you meant, I think that is probably worth testing. I actually have a current character test that is a similar power (Heals one to all characters at a location), but I added a pretty solid buff on top (in this case, a debuff against encounters at your location), since I think you're right that 1 is a bit underwhelming. (I don't think it's necessarily bad, but it creates a bad play experience, which is just as big of a misstep). Healing 2 from one character, and 1 from all others at the location means you only need 2 other characters at the location to average more total healing than the 'standard cleric heal,' and even with just one you're in that right range. It still gets really big when you have 5 or 6 at one location, but at that point you have to weigh all of the disadvantages inherent in that much stacking, which is not insignificant.
***That would actually be way too weak (equal to the very lowest roll on Kyra's heal check). Maybe healing for 2 to two characters at your location would work (possibly like mass cure, but maybe not requiring one of them to be you). Upgrading to 3 in that case would be strong, but not over-the-top like it would be with no upper bound.
Here's how you might word it:
Instead of your first exploration on your turn, you may display a card with the Divine trait and choose a character at your location. That character shuffles 2 ([]3) random cards from their discard pile into their deck, and each other character at your location shuffles 1 random card from their discard pile into their decks; then, discard the displayed card.