New Class: Duelist

By reidchapman, in Descent: Journeys in the Dark

I made up a new class for scout, the duelist.

http://imageshack.us/photo/my-images/28/duelistprintsheet.jpg/

The duelist focuses on bringing down single foes while maneuvering around the battlefield

I'm planning to make 3 more classes (Bloodmage: a healer who uses their own health, Alchemist: a mage who makes potions, and Sergeant: a warrior who buffs allies)

I like it.

Make more.

That's all I have to say.

Wow. How are you making those cards? Are you just using Photoshop and cutting and pasting various text?

Cut and paste icons and symbols, Adobe Garamond Pro is similar enough to the body font that it works fine and titles are in Charlemagne Std. The rapier is a witch hunter weapon from Warhammer Online and the Wicked Knife is a knife from Guild wars 2

I already had the ideas stated out so making them didn't take very long. If you guys have Ideas and I have spare time I may make the cards for you, your ideas will have to be more interesting then my ideas based on my own opinions however.

Or you guys could help me come up with ideas: I'm currently working on the alchemist which has a neat mechanic (gives his skill cards to allies, then they use an action to use the potion and return the the skill to the alchemist) and Im up for suggestions as to what potions can be made.

I would definitely like to see more potion options aside from the couple included in the game.

reidchapman said:

Finished up the Blood Mage, next up: alchemist!

javascript:void(0);/*1343846763111*/

reidchapman said:

Finished up the Blood Mage, next up: alchemist!

javascript:void(0);/*1343846763111*/

I am concerned that Life Drain (and it's upgrade Leech) seem a little too potent. Healing every time you damage a monster without acquiring any fatigue seems a bit unbalanced at first glance.

Also, as this class is described as a "mage," might you consider giving the knife Magic ?

KristoffStark said:

reidchapman said:

Finished up the Blood Mage, next up: alchemist!

javascript:void(0);/*1343846763111*/

reidchapman said:

Finished up the Blood Mage, next up: alchemist!

javascript:void(0);/*1343846763111*/

I am concerned that Life Drain (and it's upgrade Leech) seem a little too potent. Healing every time you damage a monster without acquiring any fatigue seems a bit unbalanced at first glance.

Also, as this class is described as a "mage," might you consider giving the knife Magic ?

Hmm, the knife should have magic, shouldn't be to hard to edit, thanks for catching that.

As for life drain, I have not yet played a game with duelist or bloodmage yet and am going to test them this weekend, if it is unbalanced I may nerf it in some way (perhaps you can only restore health once per turn using that so a guy cant take two attacks and potentially heal 6 health)

reidchapman said:

KristoffStark said:

reidchapman said:

Finished up the Blood Mage, next up: alchemist!

javascript:void(0);/*1343846763111*/

reidchapman said:

Finished up the Blood Mage, next up: alchemist!

javascript:void(0);/*1343846763111*/

I am concerned that Life Drain (and it's upgrade Leech) seem a little too potent. Healing every time you damage a monster without acquiring any fatigue seems a bit unbalanced at first glance.

Also, as this class is described as a "mage," might you consider giving the knife Magic ?

Hmm, the knife should have magic, shouldn't be to hard to edit, thanks for catching that.

As for life drain, I have not yet played a game with duelist or bloodmage yet and am going to test them this weekend, if it is unbalanced I may nerf it in some way (perhaps you can only restore health once per turn using that so a guy cant take two attacks and potentially heal 6 health)

Or just make them have to spend Fatigue to use the heal power. 1 for the Life Drain and 2 for Leech. Since you can rest and get your fatigue back, it won't be too abused.

A critisism on the Duelist, the starting ability seems rather powerful. Maybe you should change it to be 1 Surge = +1 Heal? Then at least it's not automatic and doesn't happen if they miss, and they have to decide where to spend the surges.

I was at first wondering why the Duelist didn't have a second hand item (at which point I was going to suggest a Main Gauche) then I saw the 1XP Parry skill. If I may, swap that with the Dueling skill, this way the Duelist is encouraged to stay one handed from the start.

The Focus skill is EXTREMELY power as-is, since you spend a fatigue and get an attack. That's potentially 10 attacks in one turn! Add either 'Exaust' to it or make it be an Action skill.

Otherwise, looks great. Mind sharing the PSD files? :)

-shnar

shnar said:

A critisism on the Duelist, the starting ability seems rather powerful. Maybe you should change it to be 1 Surge = +1 Heal? Then at least it's not automatic and doesn't happen if they miss, and they have to decide where to spend the surges.

I was at first wondering why the Duelist didn't have a second hand item (at which point I was going to suggest a Main Gauche) then I saw the 1XP Parry skill. If I may, swap that with the Dueling skill, this way the Duelist is encouraged to stay one handed from the start.

The Focus skill is EXTREMELY power as-is, since you spend a fatigue and get an attack. That's potentially 10 attacks in one turn! Add either 'Exaust' to it or make it be an Action skill.

Otherwise, looks great. Mind sharing the PSD files? :)

-shnar

Focus is supposed to have the action icon in front of it, thanks for catching that.

Dueling does extra damage, it doesn't heal (those symbols are kinda confusing)

Good point on parry, it is odd for one of the few skills that doesn't require a free hand to be the core one, ill see how it plays in playtesting, thanks again for pointing somethings out.

reidchapman said:

The duelist focuses on bringing down single foes while maneuvering around the battlefield








Imageshack noob here. How do I get the pics at regular size? Can't read anything. -_-

Lunge is a great idea, I might ad it as part of a passive ability as an exhuast action, its also a little silly that Duelist has only 1 ability that uses fatigue.

The skills Ive got for alchemist so far are

All potions have the text: action: give this card to an adjacent ally and pay the fatigue cost, potions cannot be used by the alchemist themself.

Default: health (return skill to alchemist to recover 4 health)

1xp: stamina (return skill to alchemist to recover 2 fatigue)

1xp: smoke bomb/invisability (return skill to alchemist to make all attacks targeting you have to spend a surge or fail)

2xp: cure (return skill to alchemist to discard all conditions)

2xp: alacrity (return skill to alchemist to make an immediate move action)

2xp: grenade (return skill to alchemist to deal a red die to enemies in a blast, no armour applies)

3xp: crippling poison (surge: this attack cause poison, immobilize and stun, return this card to the alchemist)

Non potion skills

1xp: science! roll a (die with variety of different results) and consult the chart to see what happens (list of nutso potentially broken or lethal results)

3xp: experimental potion (as one action paying both fatigue costs give two potions to an ally, these potions must be used at the same time)

please post some suggestions/modifications before I go off and make these

P.S about the psd files, I will share them once Im done the four classes Im working on, dont know where I can post psd's and dont want to go through the hastle at the moment. Though if you want me to email them to you specifically.

reidchapman said:

. . .

All potions have the text: action: give this card to an adjacent ally and pay the fatigue cost, potions cannot be used by the alchemist themself.
. . .

1xp: smoke bomb/invisability (return skill to alchemist to make all attacks targeting you have to spend a surge or fail)
. . .

2xp: grenade (return skill to alchemist to deal a red die to enemies in a blast, no armour applies)
. . .

I'm not sure I understand the Alchemist not being allowed to use the potions -- sounds like he wouldn't be too fun to play.

Using the same mechanic as the Shadow Dragon is interesting … call it Smoke & Shadows.

I avoided the use of the word grenade because it sounds too modern (" Its first usage in English dates from the 1590s ."). maybe Explosive Potion or Potion of Concussion.

What is the range for throwing potions? Is it considered an attack action? Any chance of scatter or misfire / duds?

Triu said:

reidchapman said:

. . .

All potions have the text: action: give this card to an adjacent ally and pay the fatigue cost, potions cannot be used by the alchemist themself.
. . .

1xp: smoke bomb/invisability (return skill to alchemist to make all attacks targeting you have to spend a surge or fail)
. . .

2xp: grenade (return skill to alchemist to deal a red die to enemies in a blast, no armour applies)
. . .

I'm not sure I understand the Alchemist not being allowed to use the potions -- sounds like he wouldn't be too fun to play.

Using the same mechanic as the Shadow Dragon is interesting … call it Smoke & Shadows.

I avoided the use of the word grenade because it sounds too modern (" Its first usage in English dates from the 1590s ."). maybe Explosive Potion or Potion of Concussion.

What is the range for throwing potions? Is it considered an attack action? Any chance of scatter or misfire / duds?

I assume it would work like the Fire Flask, or Flask of Flame, or whatever it's called… that search card that lets you basically throw a grenade.

That begins said, as much as I applaud the creation of new classes, I don't feel that Alchemist is a good choice. It's not that I don't like alchemists are cool, or don't make good fantasy characters; I don't think they make good dungeon cralwers.

The idea of a dude who stops in the middle of the Quest to brew a new potion stretches credability. And if he's made them all ahead of time, why does he need to be there?

Im making alchemist for the sole reason that its a unique mechanic, I was thinking about the warhammer online runemage when I started designing it (gives runes to other players giving them more powers) but runes dont work that way in descent so alchemist seemed to be the best thematic fit.

As for plausibility, it is a mage archetype. Presumably there letting their magic do part of the work in the alchemy.

Nice catch on the grenade thing though I dont think the grenade is actually gonna be in his skill deck, doesn't really serve a unique tactical purpose. Also I decided to add a skill that allows the alchemist to drink their own potions and throw them to allies not adjacent to them.

thanks for comments/criticism

Alchemist is done, also errata/patches of previous classes

http://imageshack.us/photo/my-images/812/alchemistprintsheet.jpg/

Errors

-Wicked Knife now has the magic trait

-Focus now has an action icon as it should have

Patches

-Life Drain now requires you to convert fatigue into health rather then just get health

-Leech has been changed accordingly

-Dueling can now be used to make a lunge attack

Everything sounds good, plus I'm glad to see others considering new classes before the first expansion. My request, besides the .psd files would be a print copy of new card backs with the class names. Thanks.

Ha! I haven't actually made the card backs yet, though here is a layout made by my internet friend (not the one I used but my layout is messy and dumb)

http://boardgamegeek.com/filepage/81136/class-card-photoshop-template

Also I've made 4 classes in all and posted them on boardgame geek for those who are interested:

http://boardgamegeek.com/thread/839660/reid-mcs-kennel-master

http://boardgamegeek.com/thread/839654/reid-mcs-blood-mage

http://boardgamegeek.com/thread/839646/reid-mcs-duelist

http://boardgamegeek.com/thread/839642/reid-mcs-alchemist