James McMurray said:
I still imagine Nanok to be worth taking, as he can reach higher armor values than any other hero.
How? With this change his maximum armor is 5. Brother Glyr can start with that. Any other 2 armor hero can get that with copper gear, and still have their in-game ability and 3 melee dice. They'll have one less base movement, but IMX movement for high armor heroes rarely comes from advancing, and the movement from Knight would be the same for either layout.
Delayed answer: I re-read Nanoks ability. He hasn't been drawn in our group until now, so only now I realized the definition of "Melee trait". I thought it would increase with upgrade dice (so in theory to 15 with 5 golden power dice - which would be totally broken) but of course it"s only the number of dice, so max of 5. My mistake there.
James McMurray said:
Have you asked the players if any of them would consider playing this neutered version of Nanok? If the answer is yes, go for it. If it's no, just remove him completely so nobody has the bad luck of drawing him in their 3 choices and having their viable options reduced to 2.
Not yet, we'll just see. Perhaps the SoB FAQ/Errata will update the matter. At the moment Slev's idea of
Armor = melee trait +X. X= 0 at copper, 1 at silver, 2 at gold
sounds pretty good to me.