The Assassin

By RedSimon2, in Talisman

Yeah, Knight doesn't need to Pray as much, unlike the Priest, who hopes to pray as often as possible. Knight's only disadvantage hasn't really impacted him that much, sure, it can suck when people loot all your stuff and you can't get them back if everyone else is Good, but he still packs a mean punch. Of course, the standard at least in a couple of games has been to draw Knight and Thief in the same game, first thing the Thief does is steal Armour and Sword on the first possible occasions, often Armour gets stolen before the Knight can even move from the Chapel aplauso.gif ! This naturally sets the tone for the game, Thief better hope he can get turned to Good quickly, 'cos the Knight is coming for payback.

Velhart said:

Craft is the assassin's weakness, unless you can building it up normally, but his ability don't work for craft.

Did the assassin change allignment too?

Talisman is all about luck. ( if you draw strength enemies, then the assassin will grow fast..

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When i have play for the first time with the troll, he almost died because he drew only craft enemies in the middle region, and his craft is only 1... so he could not building himself up with strength..

Yes actually, the Assassin was forced to turn Good. It was a great game, as my Knight almost lost ten minutes into it. He was on 1 life, and came upon a dragon (Str 7), and lost the battle. Luckily, I had 1 fate counter (the only one I started with) which I used and had one more chance to stay in the game as the Knight- and I beat him! Luckily he reached the Chapel afterwards and went on to win of course. So losing can happen to the best of characters in the first 15 minutes. Great stuff.

Velhart said:

When i have play for the first time with the troll, he almost died because he drew only craft enemies in the middle region, and his craft is only 1... so he could not building himself up with strength..

I still have fond memories of my Craft 10 (in psychic combat) Troll ! Demon, pfft, even stats, let's roll!

Dam said:

Yeah, Knight doesn't need to Pray as much, unlike the Priest, who hopes to pray as often as possible. Knight's only disadvantage hasn't really impacted him that much, sure, it can suck when people loot all your stuff and you can't get them back if everyone else is Good, but he still packs a mean punch. Of course, the standard at least in a couple of games has been to draw Knight and Thief in the same game, first thing the Thief does is steal Armour and Sword on the first possible occasions, often Armour gets stolen before the Knight can even move from the Chapel aplauso.gif ! This naturally sets the tone for the game, Thief better hope he can get turned to Good quickly, 'cos the Knight is coming for payback.

partido_risa.gif

The knight will follow him until he gets his armour back gran_risa.gif ( thief can better prepared for this..

His only concern is the thief ...

Follow the thief... follow the thief..

Throw him into the Jail !

Oh there is no jail yet.. demonio.gif

Few characters have the power to get people to chase them for most of the game. Thief is one of those. Either you want to stay 7+ spaces away from him or get in his face, he steals from you, you try to return the favor by landing on him and kicking his ass. Thief + Magic Carpet makes for a delicious game, especially once he has hoarded the Mules. Suddenly people will start going to other Regions (should be easier now with Dungeon added) just to avoid Thief warping on their space.

Dam said:

Few characters have the power to get people to chase them for most of the game. Thief is one of those. Either you want to stay 7+ spaces away from him or get in his face, he steals from you, you try to return the favor by landing on him and kicking his ass. Thief + Magic Carpet makes for a delicious game, especially once he has hoarded the Mules. Suddenly people will start going to other Regions (should be easier now with Dungeon added) just to avoid Thief warping on their space.

That will not work, because the Thief can also go to the dungeon, and still use the carpet to land on characters and get the loot demonio.gif

No escape from the thief..

As soon you are realize it, you walk with empty pockets partido_risa.gif

But it takes at least turn for the Thief to walk to the Dungeon. When he gets there, you pop back out, so Magic Carpet again doesn't help that turn. Next turn, pop back in, etc. Eventually the Thief should leave to pursue less annoying prey gran_risa.gif .

Dam said:

But it takes at least turn for the Thief to walk to the Dungeon. When he gets there, you pop back out, so Magic Carpet again doesn't help that turn. Next turn, pop back in, etc. Eventually the Thief should leave to pursue less annoying prey gran_risa.gif .

You mean that the other character will go into the dungeon and if the thief gets there, the other player will walk out the dungeon?

Even if the Magic Carpet can only be use by rolling a 6, the Thief can still follow the other player by moving normally.. lengua.gif

The best thing what you can do (as you said before) is stay away from the thief 7+ spaces.

And then you must hope that he is not rolling a 6..

You can also try to steal the Magic Carpet from the Thief by winning in pvp combat and then stay away from him...

I haven't played with the Thief yet- he sounds like a lot of fun!

wastedyuthe said:

I haven't played with the Thief yet- he sounds like a lot of fun!

I wonder if your wife will like it, if you follow her everywhere to steal stuff from her demonio.gif

Velhart said:

I wonder if your wife will like it, if you follow her everywhere to steal stuff from her demonio.gif

She's used to that in real life partido_risa.gif

wastedyuthe said:

Velhart said:

I wonder if your wife will like it, if you follow her everywhere to steal stuff from her demonio.gif

She's used to that in real life partido_risa.gif

Hahahaha demonio.gif gran_risa.gif

Back on topic with the Assassin's ability. I have been reading up on alternate battle techniques on this thread:

HERE

[edit: is it me or are these **** links not working any more? I hate this forums software!]

Where if, for example, the character rolls a 1 and the enemy rolls a 6 in battle, it is an automatic win for the enemy- and vice versa. I think this is a very good idea for removing automatic wins from the game- when you character has a strength of 12 and you come across a boar of str 1 for example, you can still roll and be unlucky!

Now, I mentioned the Assassin's ability on that thread, and came up with the extra little rule for him. As his enemy can't roll when he is assassinating them, he only has to roll a 1 to automatically lose the battle, regardless of their strength. This will add a tiny bit of strategy to him- should he partake in a normal battle, where he will have less chance of automatically losing (as the opponent/enemy will also have to roll a 6 as well as him roll a 1), or assassinate, where they need not roll the die but he could lose if he rolled the 1. Basically, if he has enough strength, he may decide to have a normal battle to have less of a chance of losing. See?

What do you guys think?

As the link isn't working above, you will find that thread in the Home Brews sub-forum, under the heading " Combat variant- anyone fancy having a go? "

wastedyuthe said:

As the link isn't working above, you will find that thread in the Home Brews sub-forum, under the heading " Combat variant- anyone fancy having a go? "

Maybe you need a hand gui%C3%B1o.gif

www.fantasyflightgames.com/edge_foros_discusion.asp

Velhart said:

Cheers mate. What do you think of the battle rules above? Not only do they stop automatic wins, but also add just a bit of risk with assassinations.

I just played my first game with the Assassin and won. Things really went well as I assassinated 2 dragons on back to back turns early on. Everybody else, basicly didn't have a chance from there. I have been thinking of a way to better balance him. I came up with this. To use his assassinate special ability he has to spend a Fate, and he cannot assassinate the Sentinal or any Inner board spaces e.g. werewolves.

noc1o1 said:

I just played my first game with the Assassin and won. Things really went well as I assassinated 2 dragons on back to back turns early on. Everybody else, basicly didn't have a chance from there. I have been thinking of a way to better balance him. I came up with this. To use his assassinate special ability he has to spend a Fate, and he cannot assassinate the Sentinal or any Inner board spaces e.g. werewolves.

Having to use a fate to assassinate wouldn't give him many chances to use his ability at all through the game. I feel that would restrict him too much. I would either try the op's suggestion, or be only able to assassinate face-up cards, or use the rules from the 3rd edition (assassin rolls 1 die- 1-3 lost, 4-6 won), or if you want to add rules to combat in general use my approach- if one rolls a 1 and the other rolls a 6, the one who rolls the 1 automatically loses- when assassinating, rolling a 1 loses, even though the enemy can't roll. I plan on using the 1&6 rule on my next game to stop automatic wins and to help balance the assassin if that's who is picked. This is my way of not restricting him too much, as he won our first game with him easily (same as yours) but I beat him easily on the last game, so he has a strong dependency on what cards are drawn. If the wrong cards are picked (as in my last game) he won't stand much of a chance against some of the other characters. My way, if the right cards are picked for him, there is still that slight chance he will fail, regardless of who he is assassinating.

wastedyuthe said:

Having to use a fate to assassinate wouldn't give him many chances to use his ability at all through the game. I feel that would restrict him too much. I would either try the op's suggestion, or be only able to assassinate face-up cards, or use the rules from the 3rd edition (assassin rolls 1 die- 1-3 lost, 4-6 won), or if you want to add rules to combat in general use my approach- if one rolls a 1 and the other rolls a 6, the one who rolls the 1 automatically loses- when assassinating, rolling a 1 loses, even though the enemy can't roll. I plan on using the 1&6 rule on my next game to stop automatic wins and to help balance the assassin if that's who is picked. This is my way of not restricting him too much, as he won our first game with him easily (same as yours) but I beat him easily on the last game, so he has a strong dependency on what cards are drawn. If the wrong cards are picked (as in my last game) he won't stand much of a chance against some of the other characters. My way, if the right cards are picked for him, there is still that slight chance he will fail, regardless of who he is assassinating.

Not having the chance to play this game extensively, this seems like the underlying problem with him. He is able to spam his ability with no real draw back and gain strength at an enourmous rate. Only assassinating face up cards is an option, although I would argue that in most games you would assasinate meaningful creatures far less times than you would having to spend a Fate. Tracking down face up creatures and obtaining the die roll to land on them before someone else is not that easy. Also, don't forget that the Assassin is evil and can replenish his Fate pretty consistantly if needed. So he should be able to assassinate a fair amout of times, not too few or too many, throughout the game. Charging Fate most likely will require players to put forth more thought into when to use the assassination ability.

As with losing when just rolling a 1, I think that doesn't balance him out enough. To me, that is hardly a deterrent to not assassinate every chance you get. And losing on a 1, 2, or 3 I think is too big of a deterrent. That would make his ability, not factoring in fate, hurt him just as much as it helps. So, that leaves us with losing on a roll of 1 or 2 which I could see as being acceptable.

Of the two options, lose on a roll of 1 or 2 and charge a Fate, I am leaning towards the latter. It will add another element to the game that is not die dependant, which is always good IMO, as the player will have to smartly use their Fate's in the best instances offered.

I do like your variant to battles though. If you roll and 1 and the other participant rolls a 6, it is an automatic loss. Allows even the most dominate characters a chance to lose to something weaker that normally has no chance to win.

noc1o1 said:

Not having the chance to play this game extensively, this seems like the underlying problem with him. He is able to spam his ability with no real draw back and gain strength at an enourmous rate. Only assassinating face up cards is an option, although I would argue that in most games you would assasinate meaningful creatures far less times than you would having to spend a Fate. Tracking down face up creatures and obtaining the die roll to land on them before someone else is not that easy. Also, don't forget that the Assassin is evil and can replenish his Fate pretty consistantly if needed. So he should be able to assassinate a fair amout of times, not too few or too many, throughout the game. Charging Fate most likely will require players to put forth more thought into when to use the assassination ability.

As with losing when just rolling a 1, I think that doesn't balance him out enough. To me, that is hardly a deterrent to not assassinate every chance you get. And losing on a 1, 2, or 3 I think is too big of a deterrent. That would make his ability, not factoring in fate, hurt him just as much as it helps. So, that leaves us with losing on a roll of 1 or 2 which I could see as being acceptable.

Of the two options, lose on a roll of 1 or 2 and charge a Fate, I am leaning towards the latter. It will add another element to the game that is not die dependant, which is always good IMO, as the player will have to smartly use their Fate's in the best instances offered.

I do like your variant to battles though. If you roll and 1 and the other participant rolls a 6, it is an automatic loss. Allows even the most dominate characters a chance to lose to something weaker that normally has no chance to win.

All fair enough points. Why don't you have a play test of your house rules and let us know how you get on? I should be able to test out the 1&6 dice rule tonight. The only reason why I would have the "roll 1 to lose" for the Assassin is because it is basically the same rule as my 1&6 dice rule but without the 6 needed to be rolled for the enemy, so it is easy to remember.

" Necro-posting For Comedy " brings you...

Assassinate This!

gran_risa.gif

pretty funny! partido_risa.gif

LOL! partido_risa.gif

Haha partido_risa.gif

I would prefer not to change his ability on his character card. Maybe just add a little rule...

I think a nice idea would be to add a possibility to flee (but only in combat mode and not when he is attacked by another character). This would mean he still can only encounter face up adventure cards but if he draw a strong enemy (which he of course can not assassinate) he can use a fate point to flee. This would mean the strong enemy stays and the assassin can try to assassinate them later on.