Hello all,
With the advent of the many Talisman expansions, many of the original character classes seem unbalanced, either over- or under-powered.
The following is a list of tweeks that my friends and I have come up with to make the original characters more balanced.
Assassin: of all the assassination concepts out there, we like ours the best: the Assassin can assassinate any Strength-based creature, as long as the fight is not a surprise. Cards drawn from the adventure deck and fights that occur due to die rolls (e.g. Dragons at the Crags) cannot be assassinated.
Spell cyclers: With the exception of the Wizard, all our spell cyclers now draw new spells ONLY at the beginning of their turns.
Wizard: Gets a new spell the second he has zero.
Troll: He can heal AND move on the same roll of 6.
Monk: Probably still the most brokenly powerful class in the game. My sharp-eyed friends noted that the new wording of the Monk reads "cannot use weapons or armor IN BATTLE" which means he can use them in psychic combat. I put a stop to that: he cannot use weapons or armor AT ALL. In fact, to help out other players vs the Monk, our rule is that he can't even pick up armor or weapons, except the axe.
Ghoul: Probably the worst character in the game. His abilities contradict each other. We solved this thus: he can gain 1 life any time he wins deals damage in Psychic Combat. He begins the game with +1 Strength.
Minstrel: He can "seduce" any obviously female female follower in the game, including St. Josephine, the Avenger, etc.
Sorceress: She can "seduce" only non-female, non-unicorn followers.
All the other character classes are more or less balanced.
