Balance rules:
- Max starting characteristic is 4. Humans start with 14 creation points and dwarves/elves start with 9 points. You can never raise your characteristic more than 3 over your racial starting value. Humans can however select one characteristic as their main one, to allow for one extra point potential.
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Reading the Challenge die (purple):
? One challenge = one challenge
? Two challenges = two challenges
? One bane = one bane + one challenge
? Two banes = two banes + two challenges
? Chaos star = chaos star + one challenge. - Each character gets one stance piece in both directions. The stance pieces shown on a career card are the maximum number of stances the character can get in those professions. To buy additional stance pieces costs the character an advancement. This way, characters are not stacked in their conservative and reckless dice and have to actually spend points to get more dice, rather than getting them for free. In addition, when you switch careers you do not lose stance pieces. You retain the ones you have. However, you can only advance stance pieces if the new career has additional stance pieces you do not have (i.e. if you had 2 reckless pieces and the new career gives you 3 reckless you may now purchase an additional reckless).
- Mages may buy spells from all orders. (but only gain the order bonus to their own order spells).
- Ranged attacks get +1 challenge die if engaged by an enemy. Each range increment adds +1 misfortune die to the dice pool.
- Breaking items. When a chaos star is rolled in a failed roll, the player must roll three misfortune dice. If two turn up as banes, the item breaks.
- Outside of combat players can only add blue characteristic dice to their pool. If it makes sense and they explaing themselves as to why a rekcless or conservative approach may benefit them, they can be allowed to add ONE die of either type to a die roll.
Stat limits:
- The limit for any characteristic is 6 (for now).
- You can only get one fortune die for each stat.
Critical damage:
Critical hits deal a number of hits equal to their severity, so if you draw a 3-critical you would draw three additional normal wounds. If the total damage is below 0 after soak and a critical wound was rolled, then the target will suffer this critical wounds and the extra severity wounds can't be soaked. If two or more critical wounds were inflicted then just one gets through.
Assisting in combat:
You can only assist someone in combat, who has a lower skill level, to get a fortune die - both must be engaged with the same target. If two players are engaged with the same NPC one of them can assist the other allowing him to perform a parry or block for an attack against that player. This could lead to two blocks against one attack or even two blocks and two parries. The assisting player uses his free maneuver for this assist and he uses his reactive defense card(s) as well.
These rules balance the game like I want it to be. Rather than adding more challenge dice to scale at higher level I'll keep the one die for combat. With the increased potency of the challenge die, things will balance out perfectly at higher ranks, because if need be and FFG doesn't release them first I'll simply create some Expert Defence reactions, adding two challenge dice instead of the one added on Improved Defences.