Custom Creations [warning many images!]

By Morthai, in Descent Home Brews

In the last days I tried to bring my Ideas into the editor and now i want to publish them here and listen to any advice from you guys. So here we go:

Anyone interested in this card, can download the actual version of the whole pack here: www.megafileupload.com/en/file/256403/Own-stuff-rar.html

Heroes:

heroarthegthunderblade.jpg

heroelenatheblazen.jpg

herokrovaironskin.jpg

aadune.jpg

heroerelornglinruth.jpg

herolokhirdeamonheart.jpg

Items - Shop:

itemshopceremonydagger.jpg itemshopcleaver.jpg itemshopconflux.jpg itemshopthornmail.jpg itemshophandaxe.jpg itemshopwoodenshieldb.jpg

Items - Treasure:

itemtreasureringofprote.jpg itemtreasurehalberd.jpg itemtreasureenchantedsw.jpg itemtreasureenchantedbo.jpg itemtreasureringofviabi.png itemtreasureringofshiel.jpg itemtreasureringofinsig.jpg itemtreasureflamesword.jpg itemtreasuretrowingstar.jpg itemtreasurecrystalline.jpg itemtreasurebladeofchao.jpg

Skills:

skillcellregeneration.jpg skillguardian.jpg skilldeadeyeshot.jpg skillhypervigilance.jpg skillenchantedweapon.jpg skillblessofthephoenix.jpg

Ceremony Dagger: Compare to Morningstar: same type, same cost, same hands, same attack dice, much better surge efficiency, better off-hand. I might be willing to give you the surge ability, considering no one in their right mind would use the Morningstar as their primary weapon, but this is still just a better Morningstar.

Cleaver: Compare to Axe: same type, same cost, same hands, worse damage, worse surge-effiency. Why? I'm really curious how you decided that Bleed was weaker than +1 damage when you copied the Morninstar but stronger than +2 damage when you copied the Axe.

Conflux: Dirt cheap, laughable damage, (almost) the only one-handed magic weapon to exist, plus Knockback. I can only assume the purpose of this weapon is to attack your allies so you can use Knockback to send them flying past enemies and obstacles without hurting them.

Thornmail: "Successful" is unclear. I'm having difficulty imagining any situation in which I would seriously consider using this armor. The Wizard's Robe is cheaper, works against 2 out of 3 attack types, and you have some hope of keeping melee monsters out of range of a given hero; this is more expensive, defends against fewer attack types, and is vulnerable to the attack types that are harder to keep away from.

Hand Axe: Go read the rules for "Wielding Two Weapons" (p.19) again, because that doesn't work.

Wooden Shield: Seems like it's probably overspecialized; you're giving up at least an Iron Shield plus a potion for something that, at best, causes ranged monsters to target another hero. Might be useful as a backup option if you're wealthy?

First thx for your reply (**** forum didnt accepted my first attempt to answere... so i had to rewrite all >.<). Second yeah the Store Items where the ones where i wasnt that sure about, but i will share you my testing results:

Antistone said:

Ceremony Dagger: Compare to Morningstar: same type, same cost, same hands, same attack dice, much better surge efficiency, better off-hand. I might be willing to give you the surge ability, considering no one in their right mind would use the Morningstar as their primary weapon, but this is still just a better Morningstar.

yeah i should probably remove the 2. yellow dice to make it truely a offhand weapon or add +25 gold to its price.

Antistone said:

Cleaver: Compare to Axe: same type, same cost, same hands, worse damage, worse surge-effiency. Why? I'm really curious how you decided that Bleed was weaker than +1 damage when you copied the Morninstar but stronger than +2 damage when you copied the Axe.

Morningstar just have 3surges=+1 dmg, Cleaver has 3surges=+1dmg and 1bleedtoken . I have to admit i coulndt playtest bleed yet due my WoD purcase is still pending, but i think cleaver has a different purpose and potential than axe. Yea it might be specialised for pure melee trait characters but you can pull out a 6 surges roll with a cleaver which result in a better situation versus high armor monsters than with a axe. yes axe will deal more damage but cleaver would give them 2 bleed token. And usually in my rounds i can pull off 5-7 surges on a meele attack without problems (and the correct character or skills ;P).

Antistone said:

Conflux: Dirt cheap, laughable damage, (almost) the only one-handed magic weapon to exist, plus Knockback. I can only assume the purpose of this weapon is to attack your allies so you can use Knockback to send them flying past enemies and obstacles without hurting them.

Yes you grasped one use for this. Second you can knockback monsters into traps and on a runner-mage with an offhand shield you can clear glyphes and treasures to access them.

Antistone said:

Thornmail: "Successful" is unclear. I'm having difficulty imagining any situation in which I would seriously consider using this armor. The Wizard's Robe is cheaper, works against 2 out of 3 attack types, and you have some hope of keeping melee monsters out of range of a given hero; this is more expensive, defends against fewer attack types, and is vulnerable to the attack types that are harder to keep away from.

Sucessfull= no X shows up -> pretty clear.

In my playtests thornmail really prooved worth to buy, especially if you have some aura ability or +1 vs magic attacks as a skill so you can purcase the wooden shield to have a similar armor in total as with a chainmail but still being not restricted in runes and movements! Especially on Shiver this armor is a fearsome piece of equipment if you use him as a bait or blocker at the frontlines. Yeah it might be specialised but awesome if used right.

Antistone said:

Hand Axe: Go read the rules for "Wielding Two Weapons" (p.19) again, because that doesn't work.

Uhhm if you wear 2 handaxes you will be still allowed to attack with only one of them. The other handaxe would just grant a offhandbonus. I dont see here any problems. Maybe you can explain yourself a bit detailed what you mean.

Antistone said:

Wooden Shield: Seems like it's probably overspecialized; you're giving up at least an Iron Shield plus a potion for something that, at best, causes ranged monsters to target another hero. Might be useful as a backup option if you're wealthy?

Yeah it is a specialised item but used right it can be pay off its price. I still toying with 2 options: -25 gold or +1 armor vs ranged, where i tend mostly to the second option due the most ranged monsters have pierce anyways.

edit:

updated version and 2 errors i founded among the other cards

itemshopceremonydagger.jpg itemshopwoodenshield.jpg

itemtreasureringofinsig.jpg itemtreasuretrowingstar.jpg

Morthai said:

Uhhm if you wear 2 handaxes you will be still allowed to attack with only one of them. The other handaxe would just grant a offhandbonus. I dont see here any problems. Maybe you can explain yourself a bit detailed what you mean.

Per the rules, an Off-Hand bonus can only be used when a hero has two one handed melee weapons equipped. Since the Hand Axe is a Ranged weapon it's Off-Hand bonus can never be used. If you want this bonus to be applicable when the hero is wielding a Melee weapon in his other hand, you might want to put something about that on the card. Allowing Off-Hand bonuses on Ranged attacks (ie: with two Hand Axes) is firmly in house rule territory.

Not that I'm saying there's anything wrong with that, mind you. But you should be aware of all the rules you're bending with your homebrew kit, and should try to phrase the cards as to clarify their use in such ambiguous waters.

Morthai said:

Morningstar just have 3surges=+1 dmg, Cleaver has 3surges=+1dmg and 1bleedtoken . I have to admit i coulndt playtest bleed yet due my WoD purcase is still pending, but i think cleaver has a different purpose and potential than axe. Yea it might be specialised for pure melee trait characters but you can pull out a 6 surges roll with a cleaver which result in a better situation versus high armor monsters than with a axe. yes axe will deal more damage but cleaver would give them 2 bleed token. And usually in my rounds i can pull off 5-7 surges on a meele attack without problems (and the correct character or skills ;P).

When you made a weapon like the Morningstar, you replaced SSS: +1 damage with SS: Bleed, suggesting that Bleed was worse than +1 damage, because you offered it more cheaply. When you made a weapon like the Axe, you replaced S: +1 damage with SSS: +1 damage and Bleed, suggesting that Bleed is better than +2 damage, because an Axe could get +3 damage for 3 surges, and can spend surges even if it doesn't have a multiple of 3.

With 3 black dice, the Axe's max damage is 10; your Cleaver's max damage is 9, or 4 damage plus Bleed 2. So, sure, if the target has at least 5 armor and no Fear (very few monsters), and you roll max damage on the Bleed, the Cleaver has marginally higher maximum damage. But try running the numbers in my endurance calculator . The average number of attacks needed to kill ANY vanilla monster with the Cleaver is equal to or larger than the average number of attacks required by the Axe. In fact, the Cleaver is generally worse against heavily-armored monsters (compared to the Axe), because a larger percentage of its damage is negated by the armor, and the Axe's greater damage is less likely to be wasted in overkill. Against a giant, the Cleaver takes over twice as long to get the kill.

A Bleed averages 1.67 damage, and the fact that it doesn't take effect (or resolve to a specific amount) until the monster's activation is a very noticeable drawback. As long as you're doing some damage through armor, the Cleaver's ability does less average damage with any number of surges (above zero) than the Axe's does. The Cleaver gets 1/3 of a surge more on average due to the extra die, but it also does 1.5 less raw damage and wastes a ton of surges due to not rolling exact multiples of 3. Even if we pretend that a Bleed is every bit as good as 1.67 damage (which it isn't), the Cleaver isn't even close to being equal to the Axe.

And no, you don't routinely get 5-7 surges on a melee attack, unless you've got some miraculous luck. Even with maximum black dice and the Weapon Master skill (2 free surges), you average less than 5 surges with the Cleaver. A more typical character averages about 2, which isn't enough to activate the surge ability even once.

Creating weapons that do some incredibly powerful effect if you roll a very unlikely number of surges is a bad idea, because then skills like Weapon Master break the game. They did that with the Sunburst rune in WoD (3 surges for Blast 1), and it causes some serious problems.

But creating weapons that require a very unlikely number of surges to do some effect that isn't any better than a normal surge ability is just pointless.

Morthai said:

Sucessfull= no X shows up -> pretty clear.

No, it's not. That wasn't even in my top 3 list of guesses. It could mean:

  • An attack that hits (doesn't miss for any reason, including rolling an X, but also including Fear, special card effects, etc.)
  • An attack that inflicts at least one damage (that's the requirement for abilities like Stun or Knockback)
  • An attack that inflicts at least one wound , through armor

Morthai said:

Uhhm if you wear 2 handaxes you will be still allowed to attack with only one of them. The other handaxe would just grant a offhandbonus. I dont see here any problems. Maybe you can explain yourself a bit detailed what you mean.

No, it wouldn't, because you can only gain an Off-Hand Bonus when you are wielding two melee weapons. Ranged weapons cannot grant or receive an Off-Hand Bonus under any circumstances.

But you can still only attack with one of them, causing less damage than the Throwing Knives, which cause less damage than the Bow, which doesn't cause enough damage to even consider buying unless you've got some source of bonus damage to make up for it.

By the way, I think you have some translation issues. There are no abilities called "Lightning" or "Explosion,"...but if you mean Bolt and Blast, some of those weapons are VERY bad ideas (maybe you haven't seen the Bolt template yet, but it's 2x10 spaces big). Also, the third trait is called "magic". "Sorcery" is the name of an ability that adds damage or range to an attack.

Lol ... last time i've checked the bolt template it looked like 1 x 5 template... but i rechecked it and was truely amused ... indeed i didnt ment to use the 2 x 10 template x)

yeah i tried to get your good calculations into my cards, so here is a attempt to fix the issues and on the other cards to elimate the errors:
(btw i hate that the edit function disappear if a new reply was posted ^^ and interesting that noone commented the heroes so far Xd)

itemshopcleaver2.jpg itemshophandaxe2.jpg itemshopthornmail2.jpg itemtreasureenchantedsw.jpg itemtreasureenchantedbo.jpg itemtreasuretrowingstar.jpg itemtreasureflamesword.jpg itemtreasurecrystalline.jpg itemtreasurebladeofchao.jpg

Fascinating... I'll have to have a closer look later.

Artheg : Slightly overpowered - high stats and concentrated skills and Traits. Considere dropping Move or Fatigue by 1, or breaking up the traits/Skills a little. Reword the ability to say "You gain Pierce 3 when making a Ranged attack on a figure within 3 spaces. "

Elena : Good work.

Krova : Difficult to judge actually. I think it looks ok - nothing stands out as overpowered, although the CT is on the low side (Ironskin and +1 armour seems to be the balance for no armour or runes and most 12/2 heroes are 4CT. However, it is clear that 12/2 is one of the 'mid value' costs for CT and can be tipped either way by skill/trait/stat/special ability balancing).

Dren'a : Ineteresting mix, nothing oustandingingly over or under balanced. CT could be 3 or 4 (as above, 16/1 is one of the mid value costs), but I don;t see anything to significantly tip her to either 4 or 3. 3 would seem underpowered, 4 overpowered.

Erelorn : CT should be 2, otherwise same as Dren'a.

Lokhair : Same as Dren'a

Weapons etc, I agree with everything Antistone has said.
In addition....
Conflux : I think it is a very bad idea to have a shop weapon whose primary, if not solo, purpose is to knockback friends -while it is a good tactic, it is a bit of a cheesy way to get around a lot of problems. Fine, when it requires weapons that either do good damage (so risk hurting friends) or requires the use of an otherwise extremely weak skill (Water Pact). Not fine when it is easily available for anyone and entails very little risk.

Ring of Protection : Already exists as a unique shop item.

Multi-trait dice weapons: Just show the coloured dice used in the corner as normal (Antistone does this in Enduring Evil). This cleans the text requirement down to "When attacking with this weapon you may use both your X and Y trait dice.

Blade of Chaos : You are aware that every attack made with this will also hit the hero (assuming explosion = Blast) using it? After all, it is a melee weapon so he must be adjacent to the target (unless he has Reach somehow, which is very rare).

Hypervigilance : You are aware that a hero may only have one order at a time? And that the second part of this skill is the same as Tahlia's special ability, which is generally recognised as one of the best in the game? (ie just the second part alone is worth more than most skills).

Bless (ing) of the Phoenix : * turns is insanely too much. 3-4 turns would be overpowered on many heroes. Having 0Ct loss when dying is a bad thing - better to reduce it to 1 CT instead. Players will abuse this by extending their character into suicidal positions and situations if it will cost them nothing (and probably even if it costs them only 1 CT).

Handaxe (revised): There is no need to add the bit about Off Hand damage being used even if handaxe is used as a ranged weapon. Off Hand damage only applies to melee attacks, and only one weapon can be attacked with per attack, so the Handaxe's Off Hand bonus can only apply when it is not currently being attacked with anyway - therefore it is a melee weapon at that time, not a Ranged weapon.

Crystalline Bow : What is double attack? Quickshot? Figures have that ability, not weapons, because figures might change weapons between quickshot attacks.

Corbon said:

Crystalline Bow : What is double attack? Quickshot? Figures have that ability, not weapons, because figures might change weapons between quickshot attacks.

No, monsters have that ability, because the ability text specifically restricts its use to monsters, and there's more than one possible way it could be generalized to the more complicated mechanics that govern heroes (the naive generalization, "figures with Quickshot may attack up to twice each time they are activated," probably isn't even close to what you want).

Though what you said is an additional reason not to put it on weapons.

Corbon said:

Artheg : Slightly overpowered - high stats and concentrated skills and Traits. Considere dropping Move or Fatigue by 1, or breaking up the traits/Skills a little. Reword the ability to say "You gain Pierce 3 when making a Ranged attack on a figure within 3 spaces. "

Elena : Good work.

Krova : Difficult to judge actually. I think it looks ok - nothing stands out as overpowered, although the CT is on the low side (Ironskin and +1 armour seems to be the balance for no armour or runes and most 12/2 heroes are 4CT. However, it is clear that 12/2 is one of the 'mid value' costs for CT and can be tipped either way by skill/trait/stat/special ability balancing).

Dren'a : Ineteresting mix, nothing oustandingingly over or under balanced. CT could be 3 or 4 (as above, 16/1 is one of the mid value costs), but I don;t see anything to significantly tip her to either 4 or 3. 3 would seem underpowered, 4 overpowered.

Erelorn : CT should be 2, otherwise same as Dren'a.

Lokhair : Same as Dren'a

Weapons etc, I agree with everything Antistone has said.
In addition....

Dren'a Erelorn and Lohkir are powerfull i think 4 CT is after my testing really justified. Yeah artheg will highly get a rework.

Corbon said:

Ring of Protection : Already exists as a unique shop item.

Still can exist additionally as a treasure item or ;P?

Corbon said:

Multi-trait dice weapons: Just show the coloured dice used in the corner as normal (Antistone does this in Enduring Evil). This cleans the text requirement down to "When attacking with this weapon you may use both your X and Y trait dice.

dont work in the version i got :(

Corbon said:

Blade of Chaos : You are aware that every attack made with this will also hit the hero (assuming explosion = Blast) using it? After all, it is a melee weapon so he must be adjacent to the target (unless he has Reach somehow, which is very rare).

as you might see in the post abothe you its renamed to blast and it is of course a high risk high gain weapon which probably will kill you or at least leave yourself with 5 daze token back. With reach ofc it is extremely powerfull.

Corbon said:

Hypervigilance : You are aware that a hero may only have one order at a time? And that the second part of this skill is the same as Tahlia's special ability, which is generally recognised as one of the best in the game? (ie just the second part alone is worth more than most skills).

Cardrules>baserules a cardrule always overwrite the baserules.. so i assume with that skill you can place 2 orders. Yeah 2. part will be reworked later...

Corbon said:

Handaxe (revised): There is no need to add the bit about Off Hand damage being used even if handaxe is used as a ranged weapon. Off Hand damage only applies to melee attacks, and only one weapon can be attacked with per attack, so the Handaxe's Off Hand bonus can only apply when it is not currently being attacked with anyway - therefore it is a melee weapon at that time, not a Ranged weapon.

same here as hypervigilance... the card says explicity that you can use the offhand bonus even as ranged weapon. Also even if you use this weapon in meele you would roll a blue dice(stared on the card) and meele trait dices.

Corbon said:

Crystalline Bow : What is double attack? Quickshot? Figures have that ability, not weapons, because figures might change weapons between quickshot attacks.

1 attack with that bow allows you to attack twice. So with a battle action you would have 4 attacks and with knight skill you would have 6 attacks.

**** Forum software...

Morthai said:
Dren'a Erelorn and Lohkir are powerfull i think 4 CT is after my testing really justified. Yeah artheg will highly get a reword

Corbon replies:
It is a dangerous mistake to think that CT is a balance for strong or weak heroes. It is not. CT is directly related to the ease of killing the hero. On occasion, where the 'true' CT value falls between 2 integers, then this can be pushed one way or another by balancing the rest of the hero as strong or weak, but only as the push factor one way or another, not as the base guide for CT cost.
This is a consistent pattern throughout FFG's heroes.
It is also a wise pattern to follow for the sake of game enjoyability.
If you cost CT by 'hero strength' then you end up with two spectrums. Too-weak heroes that are not much fun to play for the heroes and the OL can ignore anyway, and too-strong heroes that either crush the OL if he can't get at them or end the game early if he can - and either way one half of the equation feels unsatisfied.
You also have the problem that actual hero strength varies considerably depending on skills drawn, treasures acquired, party composition and group playstyle, which means that unless your testing is exhaustive, with a very large number of playthroughs by a wide selection of players, it cannot accurately gauge the value.


Morthai said:
Still can exist additionally as a treasure item or ;P?

Corbon replies:
Sure, just making sure you know. It's kinda boring though. Hey this cool, unique 'treasure' I just found is... exactly the same as the 'common' one you bought from the shop last turn...


Morthai said:
as you might see in the post abothe you its renamed to blast and it is of course a high risk high gain weapon which probably will kill you or at least leave yourself with 5 daze token back. With reach ofc it is extremely powerfull.

Corbon replies:
I'm sorry, you think that a weapon which probably kills you, or very near kills you, every time you use it is a good idea?
It is useless being 'very powerful with Reach, but unuseable otherwise' because Reach is only possibly through a) being 1 specific hero or b) having ToI, using Feats and being lucky enough to draw the Reach feat card.
This would be better off as a Dark Relic than a Gold Treasure!

Morthai said:
Cardrules>baserules a cardrule always overwrite the baserules.. so i assume with that skill you can place 2 orders. Yeah 2. part will be reworked later...
Corbon replies:
Then the card rule should say that it can do that explicitly. You assume, others would not. As written the hero may place two orders, then one will fall off...

Corbon previously said:
Handaxe (revised): There is no need to add the bit about Off Hand damage being used even if handaxe is used as a ranged weapon. Off Hand damage only applies to melee attacks, and only one weapon can be attacked with per attack, so the Handaxe's Off Hand bonus can only apply when it is not currently being attacked with anyway - therefore it is a melee weapon at that time, not a Ranged weapon.
then Morthai said:
same here as hypervigilance... the card says explicity that you can use the offhand bonus even as ranged weapon. Also even if you use this weapon in meele you would roll a blue dice(stared on the card) and meele trait dices.
Corbon replies:
You miss the point. You can't use the bonus if it is being used as a Ranged weapon because if it is being used as a Ranged Weapon then it is the attacking weapon and doesn't give off-hand bonuses no matter what! If you are attacking with another weapon, even another Handaxe, then the 'unused' handaxe isn't being used as a Range weapon and instead is it's default 'melee weapon' status, so your text is irrelevant.
I'm not entirely certain what affect you are trying to convey, but maybe what you are after might be something like this;
Handaxe
Weapon: Ranged
~~: +1 Range
Off Hand Bonus +1 Damage
Handaxe may apply the off hand bonus to any Melee or Ranged attack by a 1H weapon as though the wielder was using 2 1H melee weapons.
Dice: BG

This would clearly override the usual off hand rules and apply to both ranged attacks and melee attacks. It would, for example, add +1 damage to an attack by a crossbow, if equipped, or +1 damage to a sword attack.

Morthai said:
1 attack with that bow allows you to attack twice. So with a battle action you would have 4 attacks and with knight skill you would have 6 attacks.
Corbon replies;
Ok. Quickshot might be a convenient shortcut name for that effect, since it is similar, but you are better off explaining the effect properly on the card since it is not the same. Something like;
Each attack with a crystalline bow enables an immediate bonus attack. The bonus attack does not enable more bonus attacks.

Handaxe:

as in post #6 shown its nearly the same wording on handaxe as you suggested:

"weapon-meele"
Can be used as a ranged weapon with surge surge: +1range
offhandbonus: +1 damage
(the offhandbonus is also granted if a handaxe is used as a range weapon [range attack])"

it explicity states that the offhandbonus of a second handaxe will be granted to the first handaxe even if the first handaxe is used for a range attack.

although your wording and idea is better although it indicate that always range traits are considered while in my version as a meele weapon the meele traits are considered and as a range weapon the range traits are considered.... i try to update the card once again to make it clearer:

itemshophandaxe2.jpg

short note to chaosblade: I kinda like the idea of a high risk high gain weapon and its clearly the strongest weapon damagewhise which is not a relic neither a cursed relic, yes indeed the usuage of that weapon should be well thought because it always hurt yourself or even killing you - but that is indended. As long you dont gain reach under any circumstances this weapon gonna hurt yourself or even other characters next to your target. It is only an idea that you can use, you dont need to.

Here are the updated versions of crystalline bow (thanks for your hint):

itemtreasure3crystallin.jpg

Ring of Protection as a treasure has 1 surplus: a second hero can wear it! Normally only 1 shop ring exist (as long you dont print more versions or have multiple copies of the game) yeah it might be a cheap idea but also grant the opportunity to boost a second hero by 1 armor.

Here are the updates for the other 2 cards (thanks for your input again.)

skillsubterfugehypervig.jpg

heroerelornglinruth.jpg

and i tried to fill the missing silver treasures in my bunch of cards:

itemtreasure2fullplated.png itemtreasure2steelmalle.jpg itemtreasure2mirrorarmo.jpg itemtreasure2serpentbow.jpg itemtreasure2sorcerorsc.jpg itemtreasure2stingerswo.jpg itemtreasure2whip.jpg itemtreasure2twinblades.jpg itemtreasure3cagedlight.jpg

Morthai said:

Handaxe:

as in post #6 shown its nearly the same wording on handaxe as you suggested:

"weapon-meele"
Can be used as a ranged weapon with surge surge: +1range
offhandbonus: +1 damage
(the offhandbonus is also granted if a handaxe is used as a range weapon [range attack])"

it explicity states that the offhandbonus of a second handaxe will be granted to the first handaxe even if the first handaxe is used for a range attack.

although your wording and idea is better although it indicate that always range traits are considered while in my version as a meele weapon the meele traits are considered and as a range weapon the range traits are considered.... i try to update the card once again to make it clearer:

Sorry, I misread the original handaxe as 'the handaxe' being used, not 'a handaxe' being used. That is a small change but a huge difference.
As it read, the handaxe would need to be paired with another handaxe. Mine has it used with any 1H weapon (well, mine didn;t include magic, but your revision of mine does).
The question is really, exactly how and when do you want it to work?

Once that is sorted, you badly need to revise the cost.
Every single Ranged weapon is much more expensive than this one (IIRC). And, this one gives OHBonus to many attacks. And, it is 1H, which is strictly better than 2H. And, it can be used as a melee weapon, giving it better dice, And it has green dice rather than yellow, which makes a big difference. Yes, it has very bad surge conversion, though honestly, most ranged shop weapons are not much better really.
Basically, it is comparable to a crossbow. Except it gives OHBonus. And can use better dice when adjacent. Eiether one of those aproximately cancel out teh differences in surge expenditures, leaving the other as a pure bonus. So I would cost it at least 175.

Hypervigilance: Still too strong. You have three separate abilities there. The first alone would make this skill up amongst the strongest around and the second is practically worth a skill on it's own. The third might only be a clarification of the first, but is aso a powerful effect in it's own right, especially if combined with other skills such as Captain, Leadership etc. I would suggest dropping the middle one and rewording like this.
When you place a dodge order you may also place a rest order and vice versa. You may have two order tokens on you at the same time.
This would still enable, for example, using Leadership to place a Rest order on a friend and a dodge order on yourself, then receiving another order from Captain.

Full Plate Mail: Too weak for a silver item. The normal Plate from copper gives the same armour bonus to all three attack types, which 'more better' than the loss of 1 extra speed. The extra 'other' is not enough for the difference between copper and silver.
The silver "Golden Armour" gives +3 across the board and Immunity to grapple and daze. You think -1 max speed (which doesn't hurt many tanks anyway) immunity to grapple and daze is worth -3 armour vs magic and an extra other? I certainly don't!
Heck, the copper Elven Robe is simply better than this, giving +0/+3/+3, 1 extra other and no restrictions.
Maybe a +3/+3/+2 effect?

Serpent Bow: ~ for Pierce is utterly pointless if ~ for damage is available. Maybe ~~ for Pierce3?

I think my wording on Hypervigilance wasnt clear enought to rule out overpowered combinations with leadership and stuff... here is the clarified version, which also recieved a general nerf:

skillsubterfugehypervig.jpg

Uhmm yeah serpent bow in your version might be a bit better as some other ranged silver treasures,thatswhy i changed the 3. ability a bit. I know it might be more "surgeefficient in terms for range but also you have to keep in mind that at least you loose 2 surges to buff your range which is equal (thx to the bonus surge) to 3 pierce and 1 damage (or 3 damage).

itemtreasure2serpentbow.jpg

Hmm Full Plated Mail should keep its intended usuage ... i tried to balance it but i am not sure about the outcome:

itemtreasure2fullplated.png

Okay i see your concerns about the handaxe... but 175 as a cost Oo? isnt that waaaaay too much? Its a specialised weapon for split trait characters, all pure meele and all pure range characters will surely pick weapons which are waaay better in surge efficiency than handaxe.... what is the reason for a ranged char to pick handaxe over crossbow or sling( why you want as pure range a weapon that can hit far away and deal small amounts of damage?) ?

Why you would prefer a handaxe as a pure meele over sword or the allmighty axe? thats nonesense. I think they might be good for thier price and nice as a offhand for 1hand range and magic weapons(kellogs star is the only one?). But anything over 75 as cost isnt reasonable. Maybe 100 because in meele it can use a red dice instead a blue dice but still consider traits! its clearly not better than a sword and not as strong as a axe! 175 isnt even near any reasons and i would never compare it with a crossbow in strength; because surge efficiency is all you need! In my games i always try to get the best surge efficiency out of the weapon sets conbined with skills and chars (maybe i am too lucky to always draw chars with +surges or skills with +surges).

But still thanks for your input again.

BTW anyone interested in this card, can download the actual version of the whole pack here: www.megafileupload.com/en/file/256403/Own-stuff-rar.html

Morthai said:

Okay i see your concerns about the handaxe... but 175 as a cost Oo? isnt that waaaaay too much? Its a specialised weapon for split trait characters, all pure meele and all pure range characters will surely pick weapons which are waaay better in surge efficiency than handaxe.... what is the reason for a ranged char to pick handaxe over crossbow or sling( why you want as pure range a weapon that can hit far away and deal small amounts of damage?) ?

Why you would prefer a handaxe as a pure meele over sword or the allmighty axe? thats nonesense. I think they might be good for thier price and nice as a offhand for 1hand range and magic weapons(kellogs star is the only one?). But anything over 75 as cost isnt reasonable. Maybe 100 because in meele it can use a red dice instead a blue dice but still consider traits! its clearly not better than a sword and not as strong as a axe! 175 isnt even near any reasons and i would never compare it with a crossbow in strength; because surge efficiency is all you need! In my games i always try to get the best surge efficiency out of the weapon sets conbined with skills and chars (maybe i am too lucky to always draw chars with +surges or skills with +surges).

But still thanks for your input again.

A crossbow costs 150. I think the Handaxe is strictly better than a crossbow. Same dice, same hands, better surge-range, can't use 2 surges for extra damage (but that would rarely be more than +1 anyway) but gives the OH Bonus and can also use much better dice if used as a melee weapon.
Other shop Ranged weapon with BG dice is Sling, which has 2H (bad), and even worse damage bonus for 100.
Simply put, crossbow is by far the closest weapon and just not as good.

Surge efficiency is very much less valuable than raw dice capabilities when all the surge efficiencies are very low.

You can't consider it as a pure melee weapon for comparison because it is not, it is also a ranged weapon. It has capabilities that are simply outside those of pure melee weapons. So it is best considered as a Ranged weapon with a melee-capable boost.

And just being trait-flexible is a valuable capability that should be considered as well.

It probably isn't a weapon you start with as a melee hero, but it is an extremely valuable addition to a 1H melee weapon as it give the OH bonus and enables the hero to take potshots and ranges that he simply couldn't otherwise.

I would probably choose it as starting weapon for any hero with a 2/1 Ranged/Melee split (or 1/1/1) - not much different from a crossbow (don't get 2 or 4 surges all that often with BGbb at range when needing every damage point (except less likely to miss entirely at ranges 3-5ish) and gives that much improved melee red dice when adjacent. Then 25 cash for a shield leaving me 100 for armour and maybe a potion. Adding a sword or 1H treasure is then a significant boost.

If it was an automatic first choice weapon for a wide variety of heroes then it would be either overpowered or undercosted.

Is it just me, or is the "Stinger Sword" too good for a silver treasure item? Or is it balanced.

Antistone, What are your thoughts on this one?

Jonny WS said:

Is it just me, or is the "Stinger Sword" too good for a silver treasure item? Or is it balanced.

Antistone, What are your thoughts on this one?

Considering that range doesn't matter for melee attacks, it looks like it can barely stand up to the Bow of the Hawk (silver ranged, ToI). The Stinger Sword is melee and only inflicts more damage against targets with 4+ armor (and then only about 0.5 more), but the Bow is two-handed.

Though the automatic one-die reroll is a very strong ability and I'd be willing to grant that the Bow of the Hawk is, itself, possibly overpowered; I would probably prefer it to any non-AoE silver weapon.

Jonny WS said:

Is it just me, or is the "Stinger Sword" too good for a silver treasure item? Or is it balanced.

Antistone, What are your thoughts on this one?

Looks about right to me.
The yellow dice are only 1/3 damage each.
It can't spend surges at all - that's huge.
Silver melee treasures usually get either two green dice or a major other boost such as Reach or Bleed. And get to spend surges.
Other weapons with the reroll one dice thing generally seem to get the no surge spending penalty and an extra green or yellow dice as their compensation, and some pierce.

I think you are missing that it can't spend surges. That not only makes the yellow dice very, very weak for a melee weapon, but also reduces damage by probably 4+ on most silver attacks (and makes Weapon Mastery useless).

Ah, yeah I agree with you both totally. I would also like to say that I gave the name of the wrong weapon when I first made the comment. I really need to stop making comments when I have had little sleep, it leads to confusion.

The Stinger sword is not impressive at all in my opinion. The actual weapon I was talking about, before I made the mistake was the Steel Mallet. However, looking at it again, it doesn't seem that impressive either for a silver weapon. I would say that it is on par with some of the other silver treasures found in the game.

My tired mind must have just combined the abilities of both weapons.

I also think that the Caged Lighting is a interesting concept, Not only does it use the bolt template, but its also a one-use weapon. It could be a savage attack in the vanilla Descent. I do however think that it is quite situational, and would really only work best in a corridor.

Well, the Steel Mallet is just like the Serpent Blade, except it gets Pierce 2 and Stun, with no downside. So I think you could make a fairly persuasive argument that that's overpowered.

I thought the Serpent Blade was also just a +1 damage off-hand bonus, which would mean the Steel Mallet also adds Stun with no downside as an off-hand weapon, though descentinthedark.com says the Serpent Blade is +2 damage as an off-hand, so I'll have to check the actual card. Though the off-hand bonus on silver weapons probably doesn't matter, considering what your main weapon would need to be in order to consider it and how much money you could save by selling it and using a shop off-hand instead.

Nice work. Just could you better explain to me what do you really mean when you say "upon attack you use etc etc..." in the text of many of your cards?

Could you give an example please?

Thank you!

Sorry for not updating this thread a long time... had to learn for exams. But now i am finished and soon i will bring all my new idea's into here for revision. To the poster abothe: it simply means that the special weapon using instead a dice for its category (like blue for ranged) 2 base dices (like blue and red dice) and the trait dices of both categories (ranged traits+meele traits). For example Chaosblade using additionally to its printed dices a red a white a blue and a number of black dices equal to all 3 of the hero's trait categories (like 1 for meele 1 for ranged and 1 for magic if the hero has 1 dice in each category). So in total that hero has many dices but the risk that a X is showing up is higher.

Morthai said:

it simply means that the special weapon using instead a dice for its category (like blue for ranged) 2 base dices (like blue and red dice) and the trait dices of both categories (ranged traits+meele traits). For example Chaosblade using additionally to its printed dices a red a white a blue and a number of black dices equal to all 3 of the hero's trait categories (like 1 for meele 1 for ranged and 1 for magic if the hero has 1 dice in each category). So in total that hero has many dices but the risk that a X is showing up is higher.

So, it means that, when I make an attack with that weapon, I have to add-up the dice of the card's text to the dice already printed on that weapon card? If yes, why didn't print ALL the dice only one time, instead to write to add a blue, red, white, power (and so on) dice to the printed dice? What's the difference, if any?

...and what if the traits dice of two categories ar more than 5?!