JCHendee said:
The 2E Horse allowed adding upto 3 added to one dice. This meant, with a modifier of +0 through +3 that it could hit upto 4 spaces in each direction. So I toned it down to upto +2, meaning only 3 spaces in either direction.
The adjustment for followers not keeping up - versus being left behind in the 2E Horse version - was entirely Jon New's innovation from discussions we were having concerning some other topics.
It's the best compromise I could come up with to lean towards the Control and Choice of 2E versus the pure distance randomness of 4ER. And hopefully it finds favor with players predominantly familiar with only the Talisman 4ER. Old 2E players would probably prefer the pure 2E version.
And for the time being, I'm probably going to shelve the Fay Stallion. It may return some other time / way as a Stranger for a one use encounter in some other expansion series.
Next up in the my 4ERR sequence by order will be:
- Mule
- Horse+Cart
- Warhorse
And possibly with a couple real world variations on the Warhorse. The Horse+Cart may include some more innovations suggested by Jon New After I'm done with the "equines" so to speak, I will to other cards showing either distinct differences over Talisman editions or ones where there's a way to accomplish what they already do in a more compatible way with the rest of the game.
Back soon.
Hi JC,
But what i want to know is, if the 2E Horse is too overpowered or not?
I don't know yet how the trained horse will play, but getting a +2 extra free space can be very important if you want to reach something..
So if the old horse gives 3 extra spaces....
What is your experience with it? Is it fun to play or overpowered etc
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