Character refix

By Uvatha, in Talisman

Some characters are weak compared to others, so this is my attempt at fixing that somewhat.

Want to get feedback on these new skill upgrades then if they all work out I will make new "special skill" update cards that will sit next to the character instead of printing a new character card.

Rogue:
Whenever you move past another character during your move you may move one more square than normal that turn.
Wizard:
Whenever a spell is cast you may lose a Fate and a Life to cancel the spell, its effect has no effect and is discarded.
Dwarf:
Whenever you gain a Strength you may instead turn it into a Craft.

Whenever you gain a Craft you may instead turn it into a Strength.
Thief:
Whenever you move past another character during your move you may force them to lose a Fate.
Priest:
Whenever any other player prays you may gain a Gold.
Highlander:
When your in the Plains you never lose your next turn.
Magus:
You may “Command” before you move, if you do add up to your total number of Followers you currently have to your move die for that turn, at the end of your turn lose a Fate or a Life.
Ogre Chieftain:
You may “Stride” before you move, if you do add up to your total Fate to your move die for that turn, at the end of your turn lose a Fate or a Life.
Merchant:
Whenever any other character gains gold you gain a Gold.
Elf:
You may use your craft instead of your Strength in combat with enemies.
Necromancer:
Whenever an enemy is defeated in combat you may gain a Spell if your craft allows.
Minstrel:
Whenever you land on (or move pass) the Village or City you gain a Gold.

Please let me know your thoughts, I'm playtesting these rules soon so I will keep this updated too :)

OK, I've been thinking of doing the same, but on different lines. I'll look at your suggestions first.

Rogue: not sure, haven't played with her for ages.

Wizard: that's a pretty strong power - he doesn't need that much help.

Dwarf: he's not tough, but he's superb at getting through the PoP & Mines and doesn't need any help.

Thief: I'd go with this - Whenever you visit the Market, Blacksmith, or encounter any Adventure Card selling goods (e.g. Market Day, Pedlar), you may take one card of your choice from the Purchase deck for free. (similar to what Elliott suggested I think)

Priest: sounds OK, though he may need more help as he is totally pants.

Highlander: yeah, fine.

Magus: haven't played him.

Ogre Chieftain: jeez, he needs toning down not up. For this I'd suggest no Spells on Cra 3 then 1 on Cra 4, 2 on Cra 6 and 3 on Cra 8.

Merchant: I'd say can trade as per the Thief, and can trade using gold as well as crappy Objects, like he could in 2E.

Elf: OK

Necromancer: I reckon he's strong enough.

Minstrel: That's fine, but I think things even out as he's pretty hard to kill when you play with the Dragon Expansion.

I also think the Troll should have reduced Spell capacity as per the Ogre Chieftain, and the Minotaur's totally ridiculous stampede ability (I've rolled a 6. Come and have a go if you think you're hard enough.) should be halved i.e. 1-2: +1, 3-4: +2, 5--6: +3.

Cheers,

Séamus