06-26-2012, 03:24 AM
So the boyfriend and I just discovered this game in the past month thanks to some friends, and had to pick up our own copy (along with the expansion and the Hero pack). While there is certainly no shortage of heroes, it would be impossible for us not to make our own. So far he has designed a merchant, an undertaker, a son for the doctor, and a few more.
The two characters I am interested in however are proving somewhat harder for me to flesh out.
The easier, and probably more interesting one, is a Thief. Cunning is going to be a major focus for the character, with less of a focus on Spirit and Honor. The two abilities I've come up with (and there is no reason there needs to be a third) are:
The first is the ability to forgo one attack round while in combat to instead attempt to steal from the enemy. This does count as an attack for the purposes of escaping on the following round. And since the enemy does get to attack him still, he might wish to do just that.
I assume a cunning test would be applicable to see if the theft occurs, but I can't quite figure out what a good reward would be. My first thought was an item of some sort, but there are not enough generic items to make that interesting, and it would be way overpowered to let him take an item from any of the decks (or stacks) with this. Plus, why would a succubus be carrying a musket (and shouldn't she be using it if she did have it?) .
So that leads to investigation tokens, which do make more sense when seen as currency as opposed to 'clues'. This would NOT decrease the number of tokens received for defeating the monster normally. This is just an added bonus for the Thief. The only problem I have with that, is that in most of the games I've played, investigation tokens are not hard to come by. In fact, the last time we played, we just stopped putting tokens on the board since we no longer needed them.
A possible solution to the investigation token is coming up with a variant use for them (spend 5 tokens for one additional die for a test, or something similar).
The other ability I came up with and am somewhat fond of, is being able to steal from the town items themselves. Now I've gone back and forth on how to properly balance this, and have a few ideas. One is to make it that the max you can possibly succeed at stealing is your total Cunning stat (with modifiers). I think this is similar then to an ability the Blacksmith's Wife ally gives you. Originally I assumed no role was needed to succeed (since there was a more dire consequence for doing this), but a Cunning test might not be uncalled for, with a failure resulting in your losing a bunch of investigation.
The consequence of this action would be that you were now WANTED within town limits. This would only encompass the center spots, though it COULD extend to the Manor. This could be the same ability as the Scarlet Shadow, though with the added punishment of losing the pilfered item in the process.
I've gone back and forth on the ability since first dreaming this character up, but I've yet to settle on it's particulars. Originally, you could take any item you wanted from the Blacksmith, but in doing so you were now robbed of a place to train, to heal, or to buy more items. This was because I'd imagined the punishment for stealing to be much more severe. Either you simply could not end your turn in the town limits, or perhaps if you did you were immediately sent to the nearest road tile (even if it was from the direction you came from), and lost some of your items/investigation in the process. So you could go and grab the padded jacket on turn one, but now your Cunning can only ever get as high as you can find items to increase it by. But if you waited until shortly before the Showdown, the best items might already have been purchased (especially dangerous in that theoretical Competitive game I've never tried). But by using the same ability as the SS has, you could at least potentially escape the constabularies notice. I think if I was going to use that second WANTED description, I'd definitely want to limit what you can steal by your current Cunning. And this would technically allow you to steal again, so long as you passed the Cunning test to avoid notice.
As an added feature, this could also be applied to the Monastery, but that would cut off the Monastery AND the Inn, and now you have nowhere to heal. This would definitely mean you'd want to have plenty of investigation to heal yourself.
I've also considered a more passive ability for those who don't want to live dangerously. The most thematic and logical I can think of is a bonus to the number of items you can hold at a time. Either one additional item from both the Manor and Abandoned Keep (being the more logical targets of a civilized thief) and also including the Inn should you be using the Echo Board map, or perhaps just a blanket one extra item from one location (of the Thief's choice). This would be very useful, and is certainly easier to balance than the previous two abilities, but I do worry he is getting a bit bogged down, or perhaps even a bit too overpowered. It is a shame he is (in theory) going to be so reliant on a stat (Cunning), or the balancing could come from very poor stats elsewhere.
As it is, I could easily see him being Honor 1, Spirit 1, Cunning 4 (or maybe 3 since his abilities could be very powerful), Combat 2 (possibly 1, but I worry at 1 Combat the Tools of Science would be necessary as opposed to just very useful) and then maybe Wounds 2. I definitely like the idea of Wounds being very low, both to make the +Wound items more attractive, and to make attempting to steal from a monster more appealing.
Well, I think that is Character Idea #1. If any of you actually slogged through that, well done, and thanks for your time. If any of you actually have some suggestions or ideas, all the better. This took far longer than I expected, so I might not add my other concept until tomorrow at the soonest.
Sorry my first post was such a beast, but I get very loquacious when given a soap box.
-KEvin
The two characters I am interested in however are proving somewhat harder for me to flesh out.
The easier, and probably more interesting one, is a Thief. Cunning is going to be a major focus for the character, with less of a focus on Spirit and Honor. The two abilities I've come up with (and there is no reason there needs to be a third) are:
The first is the ability to forgo one attack round while in combat to instead attempt to steal from the enemy. This does count as an attack for the purposes of escaping on the following round. And since the enemy does get to attack him still, he might wish to do just that.
I assume a cunning test would be applicable to see if the theft occurs, but I can't quite figure out what a good reward would be. My first thought was an item of some sort, but there are not enough generic items to make that interesting, and it would be way overpowered to let him take an item from any of the decks (or stacks) with this. Plus, why would a succubus be carrying a musket (and shouldn't she be using it if she did have it?) .
So that leads to investigation tokens, which do make more sense when seen as currency as opposed to 'clues'. This would NOT decrease the number of tokens received for defeating the monster normally. This is just an added bonus for the Thief. The only problem I have with that, is that in most of the games I've played, investigation tokens are not hard to come by. In fact, the last time we played, we just stopped putting tokens on the board since we no longer needed them.
A possible solution to the investigation token is coming up with a variant use for them (spend 5 tokens for one additional die for a test, or something similar).
The other ability I came up with and am somewhat fond of, is being able to steal from the town items themselves. Now I've gone back and forth on how to properly balance this, and have a few ideas. One is to make it that the max you can possibly succeed at stealing is your total Cunning stat (with modifiers). I think this is similar then to an ability the Blacksmith's Wife ally gives you. Originally I assumed no role was needed to succeed (since there was a more dire consequence for doing this), but a Cunning test might not be uncalled for, with a failure resulting in your losing a bunch of investigation.
The consequence of this action would be that you were now WANTED within town limits. This would only encompass the center spots, though it COULD extend to the Manor. This could be the same ability as the Scarlet Shadow, though with the added punishment of losing the pilfered item in the process.
I've gone back and forth on the ability since first dreaming this character up, but I've yet to settle on it's particulars. Originally, you could take any item you wanted from the Blacksmith, but in doing so you were now robbed of a place to train, to heal, or to buy more items. This was because I'd imagined the punishment for stealing to be much more severe. Either you simply could not end your turn in the town limits, or perhaps if you did you were immediately sent to the nearest road tile (even if it was from the direction you came from), and lost some of your items/investigation in the process. So you could go and grab the padded jacket on turn one, but now your Cunning can only ever get as high as you can find items to increase it by. But if you waited until shortly before the Showdown, the best items might already have been purchased (especially dangerous in that theoretical Competitive game I've never tried). But by using the same ability as the SS has, you could at least potentially escape the constabularies notice. I think if I was going to use that second WANTED description, I'd definitely want to limit what you can steal by your current Cunning. And this would technically allow you to steal again, so long as you passed the Cunning test to avoid notice.
As an added feature, this could also be applied to the Monastery, but that would cut off the Monastery AND the Inn, and now you have nowhere to heal. This would definitely mean you'd want to have plenty of investigation to heal yourself.
I've also considered a more passive ability for those who don't want to live dangerously. The most thematic and logical I can think of is a bonus to the number of items you can hold at a time. Either one additional item from both the Manor and Abandoned Keep (being the more logical targets of a civilized thief) and also including the Inn should you be using the Echo Board map, or perhaps just a blanket one extra item from one location (of the Thief's choice). This would be very useful, and is certainly easier to balance than the previous two abilities, but I do worry he is getting a bit bogged down, or perhaps even a bit too overpowered. It is a shame he is (in theory) going to be so reliant on a stat (Cunning), or the balancing could come from very poor stats elsewhere.
As it is, I could easily see him being Honor 1, Spirit 1, Cunning 4 (or maybe 3 since his abilities could be very powerful), Combat 2 (possibly 1, but I worry at 1 Combat the Tools of Science would be necessary as opposed to just very useful) and then maybe Wounds 2. I definitely like the idea of Wounds being very low, both to make the +Wound items more attractive, and to make attempting to steal from a monster more appealing.
Well, I think that is Character Idea #1. If any of you actually slogged through that, well done, and thanks for your time. If any of you actually have some suggestions or ideas, all the better. This took far longer than I expected, so I might not add my other concept until tomorrow at the soonest.
Sorry my first post was such a beast, but I get very loquacious when given a soap box.
-KEvin