Hi guys, as I said in another tread (possibly in more than one), I'm a very big fan of Antistone's wonderful Herogen character editor for Descent. As Antistone always writes, though, Herogen is designed for Vanilla Descent. Now, since many Descent players play both Vanilla and Advanced Campaign, it's only normal that characters made with Herogen end-up being used in AC as well. Personally I'm playing right now a campaign featuring two characters made with Herogen (two main 5CT tanks, a melee and a multiclass melee/ranged) and I can say they work pretty much well in AC without the need of power balancing and stuff.
The whole point of this tread is to somehow "FAQ" a few abilities which make little- to non-sense in AC.
Here goes the list:
Sir Valadir’s Improved - After making an attack roll, you may spend 1 fatigue to add all the remaining black dice to your roll.
As things are, this ability would be very lame in AC, since characters tend to reach 5 power dice by the end of copper of middle silver campaign. Actually in AC it would end-up being worse than the FAQed original Sir Valadir's ability, which is pretty lame! A way to make it playable in AC would be to give it the same effect as power potions (which is actually what it makes in Vannilla right now), adding 5 power dice/power die improvements for 1 fatigue. Still, this seems a bit too much to me, so I'd soften it a bit, making it somewhat like 3-4 power dice/power die improvements (within campaign level limits of course) per fatigue spent. Need some opinions here.
Tava the Talented's Ability - You may purchase new skills from the town shop for half the normal cost.
Hard to tell how this would play in campaign...Aside from the fact you don't buy skills in shop (it applies when you train of course in AC), what would you halve, coin cost, xp cost, or both?
Wild Strikes - When you make an attack roll, black dice that roll blanks are worth +3 damage, +3 range, and 3 surges, but other black dice have no effect.
This ability doesn't scale up with the campaign, which is very lame in AC. Usually FFG has tried to make so that most abilities somehow scaled up with it and it seems only fair that this does too. Somewhere else it was suggested every silver blank being worth +6 damage, +6 range and 6 surges and every gold blank being worth +9 damage, +9 range, +9 surges. Perhaps a scaling of +3/+5/+7 would be more balanced? Opinions are always welcome.
Eagerness - When a new area is revealed during your turn, you gain extra movement points equal to your speed.
Big problem. It may work just as written during dungeon levels with areas, but those are very few (just rumors, legendary dungeons and overlord keeps) making it almost worthless. How about it also works every time a new dungeon level (except for the first in a dungeon) is revealed, as long as the guy with the ability was the first to exit the previous level through the exit area?
Ambush - When a new area is revealed, you may immediately move to any empty square in that area.
This one is simpler and could just work every time a dungeon level (after the first) is revealed in addition to when areas are revealed (in rumors, etc...).
Perfect Skill - After all heroes draw starting skills, search the <Skill1> skill deck and take any skill of your choice, then shuffle that deck.
Does this ability actually give 1 EXTRA starting (and chosen) skill? If so it'd be definitely broken in AC, since it would allow a character to begin with 2 skills instead of 1. Otherwise, I see no problem with allowing a character to choose his single starting skill in AC. A good ability, not a broken one.
Tinker - You can Shop in any location (as if you were in town).
What do you believe should be the limits of "shopping" as if one were in town in AC? I believe it should be limited to buying/selling items in AC, since allowing instantaneous training would be a bit too much in AC. Perhaps one could also allow buying Rumors... And what about disposable treasure items when you're "tinkering" in the middle of a dungeon? Single random draw as in Vanilla would be a possibility, another could be same availability as in Tamalir/Home Port.
Untouchable - When you drink an Invulnerability Potion, you may immediately place a Dodge order.
The problem here is simple: AC does not use Invulnerabilty Potions. Solution could be choosing another kind of potion to have it work with. There's some positive interaction between +10Armor and a Dodge order redied, so I'd be better if some kind of positive interaction applied also in AC and the only potion (right now) giving something like that is the Invisibility Potion. So I'd just have this ability work with Invisibility potions in AC.
Tincture of Fate - When you drink an Invulnerability Potion, instead of the usual effect, you may choose to discard 4 of the overlord's threat tokens.
Same as before, it must work with another kind of potion. This time I'd go for a single-purpose use potion. Power, perhaps?
Miser - You don't lose coins when you die.
No use at all in AC...this one's troublesome. Now not loosing coins when you die in Vanilla would be the same as gaining coins equal to what you loose when you die (a bit strange, but it's like that, isn't it?). Since you don't lose coins when you die in AC, Miser could have some effect like: "The Party gains 100 coins when you die" (the character is so miserable that when he pops out half dead in town, people give him tithes...). For 20 BPs it should even be decently balanced.
This list is probably non-exhaustive of the abilities that require some FAQing or scaling-up in AC, but they are those that got to my eye at the moment. Also it should be noted (as Antistone repeatedly wrote) that some costs (like those of additional skills) should probably be different for characters used in AC. I believe that somehow the average cost of characters is ok (balance-wise) both for Vanilla and AC. Simply put: some characters have more campaign potential than others. This goes also for many original characters (just think at Trenloe, whose ability to re-roll a silver/gold die in AC may really make the difference between killing a monster or failing it), so I believe it's ok like that.
Everyone is very welcome to participate in this topic and I want to thank once more Antistone for gifting us with such a funny tool like his editor.