There can be only one...

By BanthaFodder, in Talisman

See? Charge nets him +2 but he misses his next turn.

Alchemist? Nope, no missing turns, just draw Object, turn it into Gold, turn that Gold into Fate/Spell/Life, all in one instance sad.gif .

If the alchemist must miss a turn because he is turning gold in a life etc, then he sucks...

I like the alchemist as he is. It;s his only power, so using his 2 alchemise abilities in one turn makes him good.

The Highlander is very good. Charge is a known ability, and he has the draw extra cards on hill spaces too gran_risa.gif

Velhart said:

If the alchemist must miss a turn because he is turning gold in a life etc, then he sucks...

I like the alchemist as he is. It;s his only power, so using his 2 alchemise abilities in one turn makes him good.

Well, Troll's only ability, Regeneration has him miss a turn. Does he suck because of it? I would say no.

And I don't think the Alchemist would suck even with miss a turn, he could still replenish 3 Fate, heal 3 Lives or gain 3 Spells during that turn. That's a lot more than many other characters' abilities grant them and a lot more than any character can get in a single turn. Even limiting him to Object to Gold or Gold to Potions (so no Object to Gold to Potion in a single turn) would be an improvement.

well... If i must miss my next turn to get one spell or replenish 1 fate, then i will not use that ability.

Healing 1 life from the troll is different. i would use it if i really need lifes, but if the troll is good, then i go to the chapel

I will not give my opponent a free turn to get a spell card or get one fate..

If the alchemist has said that i must miss my next turn if i take a spell, then i will never use it in my games...

---------------

Highlander's ability is good.

Even if you must miss your next turn by using the charge ability, ... if you are sure to defeat that enemy, then you get the trophy.

Maybe that the next card(that a opponent draws! will be a event or something else that's not so important, then it's not so bad that you have miss a turn..

Velhart said:

well... If i must miss my next turn to get one spell or replenish 1 fate, then i will not use that ability.

Healing 1 life from the troll is different. i would use it if i really need lifes, but if the troll is good, then i go to the chapel

I will not give my opponent a free turn to get a spell card or get one fate..

If the alchemist has said that i must miss my next turn if i take a spell, then i will never use it in my games...

Why only get 1 Spell though? Only limit is your Craft and Gold, so you can max out stuff easily. If Troll really needs lives, you say missing a turn isn't bad (for just 1 Life and with an additional chancy requirement, roll of 6), yet Alchemist really needing Lives and getting back up to 3 Lives without missing a turn, what's that then?

Velhart said:

Maybe that the next card(that a opponent draws! will be a event or something else that's not so important, then it's not so bad that you have miss a turn..

Applies for the hypothetical Alchemist missing a turn scenario as well though. Trophy for Highlander (and let's be honest, he will only really needs it at the beginning of the game, later it becomes borderline useless) vs up to 3 Fate/Spells/Lives, former missing a turn, latter nothing. Doesn't seem balanced at all IMO.

Dam said:

Velhart said:

well... If i must miss my next turn to get one spell or replenish 1 fate, then i will not use that ability.

Healing 1 life from the troll is different. i would use it if i really need lifes, but if the troll is good, then i go to the chapel

I will not give my opponent a free turn to get a spell card or get one fate..

If the alchemist has said that i must miss my next turn if i take a spell, then i will never use it in my games...

Why only get 1 Spell though?

If the alchemist has for example 2 spells, and he want a third one, and he must miss a turn for it, then i will not use it.

Otherwise, i must wait until i have cast all my spells to make my ( missing a turn worth) by getting a compliment of spells for 3 gold..

That would slow it down for me..

Dam said:

. If Troll really needs lives, you say missing a turn isn't bad (for just 1 Life and with an additional chancy requirement, roll of 6), yet Alchemist really needing Lives and getting back up to 3 Lives without missing a turn, what's that then?

Wait, The Trolls healing ability still sucks, but it can be useful if he is almost death ( 1 a 2 lives left)

the alchemist ability to gain lives, is indeed not fair if we look to the troll, even if the alchemist must discard 1 gold for it...

But the example was more about the missing turn part. ( the troll's ability's cannot be changed anymore...)

Dam said:

Applies for the hypothetical Alchemist missing a turn scenario as well though. Trophy for Highlander (and let's be honest, he will only really needs it at the beginning of the game, later it becomes borderline useless) vs up to 3 Fate/Spells/Lives, former missing a turn, latter nothing. Doesn't seem balanced at all IMO.

It can always come in handy, if you cross a battle hulk + miser dragon or something else that;s powerful enough to get a extra +2 for it in battle..

But in most situations, he will use it in the beginning of the game indeed, otherwise in special situations ( as stated above)

Velhart said:

well... If i must miss my next turn to get one spell or replenish 1 fate, then i will not use that ability.

Healing 1 life from the troll is different. i would use it if i really need lifes, but if the troll is good, then i go to the chapel

I will not give my opponent a free turn to get a spell card or get one fate..

If the alchemist has said that i must miss my next turn if i take a spell, then i will never use it in my games...

-

Highlander's ability is good.

Even if you must miss your next turn by using the charge ability, ... if you are sure to defeat that enemy, then you get the trophy.

Maybe that the next card(that a opponent draws! will be a event or something else that's not so important, then it's not so bad that you have miss a turn..

Maybe that the next card(that a opponent draws! will be a event or something else that's not so important, then it's not so bad that you have miss a turn

.................................this same thought applies to the alchemist as well

darthmax said:

.................................this same thought applies to the alchemist as well

Not really.

You can't compare both abilities..

The alchemist would not be interesting enough if he must miss his next turn when he want to use his alchemise ability to get a spell(s) or fate etc

In other words: it;s not necessary.

The Highlanders charge ability can become necessary in the game, if you need more strength. the penalty is then that you must miss you next turn

All 3 highland characters are oke with me.

I have no problems with it.

Dam said:

See? Charge nets him +2 but he misses his next turn.

Alchemist? Nope, no missing turns, just draw Object, turn it into Gold, turn that Gold into Fate/Spell/Life, all in one instance sad.gif .

The Alchemist follows the trend of expansion characters being stronger than base characters. The Highlander, like the Vampiress, seems to be a return to roughly base level power.

if the alchemist could only do one or the other each turn then i think that it would be ok, and if the troll could choose to regenerate instead of moving (not requiring a roll of a 6) then that would also be better (automatticly missing the turn if the troll wishes to)

ososober said:

if the alchemist could only do one or the other each turn then i think that it would be ok, and if the troll could choose to regenerate instead of moving (not requiring a roll of a 6) then that would also be better (automatticly missing the turn if the troll wishes to)

But that makes it too easy to heal for the troll. ( automatic healing for missing a turn)

The alchemist must still discard a object to get 1 gold, and use gold for healing.

Anyway, if you have the normal alchemist follower card, he can alchemise anytime a object into gold.

So the alchemist character can do it too, and on top of that, he can change gold into potions.

Because of his many options, without missing a turn, he is a very interesting and fun character to play.

Trouble is, I can't honestly see him dying from Lives running out, ever. Reaper can get him, though he'll again never be without Fate, so less chance. With the Alchemist Follower, you only get Gold on a 1-for-1 basis, Alchemist character gets 3G for a Magic Object. With the Follower, you not only need to turn Objects to Gold, you also need to trek somewhere to heal if that's what you're looking for, taking another turn (in most cases probably more than 1). From that perspective, having the Alchemist character miss a turn to use his ability would only put him on a level playing field with the others. As he is, I can see prolonged stalemate/end-games with him. No way to kill him as long as he has/draws Gold and/or Objects (which are very likely draws). Everyone else has to detour to City/Chapel/Village to heal (and also to land in one of the spaces, another thing that might see them dead even with ton of Gold), but the Alchemist can without losing any turns keep on plowing ahead tossing Objects left and right to heal, replenish Fate or grab Spells. All in addition to his normal encounter of a space (whereas the other characters don't get to draw Adventure cards when they head for healing). Alchemist character has tons of upsides and no downsides.