Custom Warrior Class: Mercenary (yes, yet another)

By Ceasarsalad101, in Descent: Journeys in the Dark

Hello fellow adventurers,
Inspired by the recent work on custom classes on this forum I decided to have a go myself. This class is somewhat like a hybrid class in the sense that it lets a hero break with the role previously associated with that archetype.The idea that 'you are this person, and this specific thing is your job' seems a bit off in my eyes and makes things certainly harder if you are not playing with a 4 hero party. It also corrects a misconception in (medieval) warfare, namely that swords are for the tough warriors, and bows for the 'sneaky' types. For balancing (or an attempt at least), I looked mainly at the Wildlander, Skirmisher, Berserk, Knight, and Treasure Hunter class.
Tips and advice on wording/balancing are welcome!

Custom warrior class: Mercenary

Starting equipment

Short sword

Blade, 1 handed, BR

Surge: +1

Damaged shortbow

Bow, 2 handed, BY

Surge: +1 range

Surge: pierce 1

Starting skill

Side arm

Exhaust this card to equip/unequip a bow and/or a 1-handed melee weapon. You may not equip items traded in this turn and you can not trade bows or 1-handed melee weapons when this card is exhausted.

1EXP

Parry: When you are targeted by a monster adjacent to you and have a 1-handed melee weapon equipped, you may exhaust this card to add 1 shield to your defense result.

Battle Senses: Apply +1 to your Awareness even when this card is exhausted. Adjacent heroes do not block line of sight if the target of your attack is within 3 spaces.

Impact: All your attacks made with a bow gain pierce 1 even if this card is exhausted. If you did not roll a surge on your attack, and can't add any by other means, this attack gains 1 surge

2EXP

Quick Draw, 2 fatigue: Exhaust this card when an adjacent monster declares an attack on you to interrupt its activation and test Awareness. You may then perform an attack with a 1-handed melee weapon, if you passed the awareness test, your attack gains: pierce 2.

Staggering Shot, action, 2 fatigue: Perform an attack with a bow. This attack gains surge: If the attack dealt at least 1 damage, move the target 1 space and the target is stunned.

Take Aim, 1 fatigue: Exhaust this card you perform an attack with a bow, before rolling dice. Test Might, if you pass this attack gains +2 range and 1 surge. If you fail this attack gains -2 range.

3EXP

Full Draw, 3 fatigue, Action: Exhaust this card to perform an attack with a bow that gains damage equal to your Might.

Desperate Measures, action: Exhaust this card to choose a monster within 3 spaces and perform an attack with a 1-handed melee weapon. This attack does not need range and you may change an X to any result of your choice.

Edited by Ceasarsalad101

I like the idea of a class that can benefit from either Ranged or Melee weapons and not be forced into just one. It's a little late here so I'll give my 2 cents tomorrow.

I like the idea of a class that can benefit from either Ranged or Melee weapons and not be forced into just one. It's a little late here so I'll give my 2 cents tomorrow.

Yes, choosing a warrior class and then being dependent on that particular shop item card appearing can be frustrating (Looking at you Skirmisher...). Descent made the rules so that every hero can equip any weapon, but they can never really do anything very useful with it. I am a little bit worried that this class might be too versatile/powerful. They main challenge is balancing the skills in a way that there is no 'obvious' path. A class (or certain class skills/hero for that matter) that is the best choice 90% of the cases is not a good class because it limits your choices for optimal play. The Spritspeaker is a very cool class, but the Disciple is just better 90% of the cases so that class gets picked all the time. Shame really..

What about a topic to include all the custom class stuff?

Starting skill

Side arm

Exhaust this card to equip/unequip a bow and/or a 1-handed melee weapon. You may not equip items traded in this turn and you can not trade bows or 1-handed melee weapons when this card is exhausted.

Is this skill intended to allow you to use a 2 handed ranged weapon and a 1 handed melee weapon at the same time? If so, I would remove the exhaust part altogether and do something like this so it doesn't require constantly exhausting and refreshing it:

Side Arm

At the start of each quest, you may place a hero token on a one-handed Melee weapon in your possession. Treat this weapon as an Other item instead and it cannot be traded.

Edited by BJZSN

What about a topic to include all the custom class stuff?

Yes, or more subfora in general: Painting, rules question, custom content etc.

Starting skill

Side arm

Exhaust this card to equip/unequip a bow and/or a 1-handed melee weapon. You may not equip items traded in this turn and you can not trade bows or 1-handed melee weapons when this card is exhausted.

Is this skill intended to allow you to use a 2 handed ranged weapon and a 1 handed melee weapon at the same time? If so, I would remove the exhaust part altogether and do something like this so it doesn't require constantly exhausting and refreshing it:

Side Arm

At the start of each quest, you may place a hero token on a one-handed Melee weapon in your possession. Treat this weapon as an Other item instead and it cannot be traded.

It is intended to bypass the restriction of only equipping items at the start of your turn. The Mercenary may not wield a bow and 1-H weapon at the same time . But allows him to make an attack with a bow, unequip it, equip a sword, and perform a melee attack/ use Desperate Measures/ Parry. The exhaust part is there to prevent trade abuse.

Edit: it also prevents too much switching back and forth. Like attack with a sword, a bow, and then getting ready to Parry in the OL turn

Edited by Ceasarsalad101

1EXP


Parry: When you are targeted by a monster adjacent to you and have a 1-handed melee weapon equipped, you may exhaust this card and unequip a 1-handed melee weapon to add 1 shield to your defense result.



This card requires you to unequip a weapon implying it can only be used once per overlord turn, but the card exhausts anyways guaranteeing one use. And you'll still get to re-equip the weapon at the start of your turn. I would rewrite it to remove the unequip rule:


Parry: Exhaust this card while you have a Melee weapon with 1 hand icon equipped and an adjacent monster performs an attack targeting you, after rolling defense dice. Add 1 shield to your defense results.


Edited by BJZSN

1EXP

Parry: When you are targeted by a monster adjacent to you and have a 1-handed melee weapon equipped, you may exhaust this card and unequip a 1-handed melee weapon to add 1 shield to your defense result.

This card requires you to unequip a weapon implying it can only be used once per overlord turn, but the card exhausts anyways guaranteeing one use. And you'll still get to re-equip the weapon at the start of your turn. I would rewrite it to remove the unequip rule:

Parry: Exhaust this card while you have a Melee weapon with 1 hand icon equipped and an adjacent monster performs an attack targeting you. Exhaust this card to add 1 shield to your defense result.

The exhaust in addition to the unequip is there to prevent it from triggering twice if the Mercenary has 2 1-handen weapons. It is intended as a little nerf.

Take Aim, 1 fatigue: Exhaust this card you perform an attack with a bow, before rolling dice. Test Might, if you pass this attack gains +2 range. If you fail this attack gains -2 range.

For a 2XP skill I feel that this skill could use a buff of some kind. Maybe a damage buff since it's a Might test, but you already have Full Draw which kind of already fulfills that purpose. Just any kind of buff in general would do.

Take Aim, 1 fatigue: Exhaust this card you perform an attack with a bow, before rolling dice. Test Might, if you pass this attack gains +2 range. If you fail this attack gains -2 range.

For a 2XP skill I feel that this skill could use a buff of some kind. Maybe a damage buff since it's a Might test, but you already have Full Draw which kind of already fulfills that purpose. Just any kind of buff in general would do.

This skill can be used in combination with Staggering Shot and Full draw so that makes it more a utility skill. Like, okay let's do some crowd control with that huge range (since warriors have at least 3 strength overall). But maybe removing the -2 range penalty, or dealing +2 damage in addition to the +2 range.

I did some rewording/ including the feedback that was given. Impact and Full Draw are buffed so the skillset of this class allow some way of surging.


Edit: also feel free to give some more feedback:)
Edited by Ceasarsalad101