This is my first post here on the forums and I'll start of by appoligizing if my english is a bit wonky, since it's a second language to me.
Me and a couple of friends have a tabletop gaming group (where I somehow became the major GM sort of) and enjoy playing Talisman 4th revised edition from time to time. We use a lot of house rules as we think it makes the game even better..blab lala...
To the topic at hand!
I'm trying to come up with a rule to promote players into playing their characters in a way that,
in my opinion
, makes it a bit more immersive. For example, if you play as the warrior you would naturally focus on strength to beat your opponents in meele while if you would play the wizard you would most likely focus on building up your craft to get an asortment of spells. They way I'm going to try and do this is by setting a "combined stats"-limit:
"You can have a maximum of 9 craft and strength points combined (Ex. 4 craft + 5 strength = 9, 2 craft + 7 strength = 9). This does not include bonuses from objects and/or followers."
So, because of the starting values of characters their craft and strength max out differently. Ex. a warrior who starts with strength 4 and craft 2 would max his strength at 7 with a craft of 2. He would excel in battles as warriors should do, but he is going to have a hard time in physic combats. He always has the option to choose to balance his build with a 5 strength/4 craft build instead, but would only be fairly good in both battles and physic combats. The wizard on the other hand would be the opposite to the warrior. I put the limit at 9 because then a 3 strength/3 craft character could go for craft and get their full complement of 3 spells. If the limit would be higher, some "strength based"classes would be able to get 3 spells as well, which is kind of what I'm trying to avoid.
Also, the different characters would be more unique according to their starting stats. The troll, for example, could end up with a total of 8 strength (starts with 6 strength/1 craft) which would be the highest possible by any character.
I think this rule should work out nicely for the monks ability and the psychic blast-spell as well.
Bosses and end game monsters will be a challenge, which I think they should be. Also, we have divided the adventure cards so that the outer region is a "starting area" with easier encounters and the middle region is the more challenging one.
I guess you should use house rules for gaining stats so you can choose which to raise. We use experience tokens instead of craft/strength thropies.
Remember, "This does not include bonuses from objects and/or followers" , so you can use these to tweak the characters stats.
I understand that there is a big risk of unbalance with this rule, especially if you use it without any other house rules (we use quite a lot of them), but this is why i made this post and it is the best I have made it this far to think of a rule that would encourage players to play fighter characters as fighters and spellcasters as spellcasters without overhauling the whole game system.
Well then? Any thoughts or suggestions?