[EDIT]
Since I had a lot of fun making the original patch to create what I felt was a more balanced version of the Lost Legends hybrid classes, I decided to look at all the hero classes in Descent and give them a design pass. I'd like to inject some new life into my game sessions and see some more variety in skills and classes chosen. Perhaps you will you find some of these ideas interesting and worth considering in your games!
I had a few goals with this:
1) I looked at any skill card that I have almost never seen taken in the 6 years I've played Descent 2nd edition, and asked myself, "What would need to change for me to consider taking this?". Quite a lot of skills got improved as a result, especially in classes that are comparatively weak (e.g. Geomancer, Spiritspeaker, Berserker)
2) I looked at any classes which had received errata rulings and added them directly to the cards (e.g. Plague Cloud). I also updated the wording of certain cards to be more consistent or add clarity. (e.g. Ghost Armor)
3) A handful of cards got toned down due to being too strong compared to other cards within the class and within the game in general (e.g. Sleight of Hand, Advance, Unity). Also many cards which had no limits on tokens or stat buffs, or had no range limits now have limits applied to prevent abuse. In normal play conditions these limits are rarely reached, so their impact should be minor.
4) Some cards were completely remade (e.g. most of the Crusader class) due to the original skills being really imbalanced and/or boring.
5) A lot of cards that operated 'before dice are rolled' got promoted to 'after dice are rolled'. These skills just felt really bad to take compared to their reliable counterparts, so they just got ignored. Thankfully cards like Bestial Rage set a precedent for things like post-roll dice being added to an attack to the game. I think these cards are far more attractive now and those skills feel more impactful.
6) Many 3xp skills got buffed so that some hybrids don't totally outclass the pure versions of the classes. (e.g. 3xp Apothecary skills were terrible, so Apothecary was always hybridized to Watchman).
7) Many skills got their attribute test removed. This makes certain skills that were unsuitable for many hybrids to take due to attribute distribution more viable, unlocking more builds. Most of these skills were pretty bad when they could fail (e.g. Cripple, Caltrops)
Some cards had changes that were quite subtle. Can you catch them?
(Note: All playtesting I've done with these has been using Imperial Assault line of sight rules. Original Descent line of sight rules should still work okay though)
I brushed up on my Photoshop skills and used the invaluable templates at BoardGameGeek to create professional versions of all these cards!
I also included a new version of what I consider the weakest and most boring Condition in the game, Cursed . This condition was almost never applied by the Overlord because so many classes can outright ignore it. The new version is nastier and can't be ignored. Maybe Goblin Witchers get played now?
Here is a link to the new cards:
https://www.dropbox.com/s/26v7eo5m6y5qhm3/CharmyBalancePatch.pdf?dl=0
Feedback on these new versions of the cards is welcome, as are additional pairs of eyes to catch any typos.
Below is the link to the source Google doc, which includes hero rebalance, monster rebalance, and some proposed game rule modifications.
https://docs.google.com/document/d/17ivMZ4ZGe2XgcG4BpZRWMBgKjC4j78HPfGZXKSN8U8s/edit?usp=sharing
If you'd like a link to the MakePlayingCards project to print your own professional-looking copy of the cards that are suitable for play, just send me a DM and I'll give you the link.
Edited by Charmy