The Armoury Weapons looks very OP. Hey, I want to be the Warrior with two Flails ![]()
Talisman The City Expansion
I think with the City exp some Characters from the base game can get some profits and not to be so weak in comparison with Characters from some expansions.
Nidhögg said:
The Armoury Weapons looks very OP. Hey, I want to be the Warrior with two Flails ![]()
They are.
I don't think wielding two Flails will make the Warrior roll 4 dice, as the card says "roll 2 dice in battle and add them together". It will also conflict with the Warrior's ability to roll 2 dice and choose one, in a way that I'm not sure how to resolve.
Prices are good, but not proportionate. Stiletto should cost 2G (at least as a Sword in the Village) and the Greatsword 4G (3G is like an Axe in the Village). Great Axe should cost 6G or 7G, because it's the most powerful Weapon in the game (even better than the Rage Talon Relic from the Highland).
In general, these items should have been priced as standard Items that have lower effects. Making them better and less costly is a little bit OP.
Same goes for the Stables: we have prices from the Livery Stable in the Sacred Pool, why keep Riding Horse and Mule at the same price (3G for a Mule is a LOT! I hate buying it from the Livery Stables), increase Horse and Cart to 5G and lower Warhorse to only 4G? This is a warlike City.
Magic Emporium looks very good. Crystal Sceptre is an excellent addition to the game and it encourages players to focus on Craft only. I think many Characters are limited by the necessity of increasing Strength at all costs, to be ready for a possible Crown fight.
All in all, I'm not afraid that this will dramatically change balance. I never have excess of Gold in my pockets, mostly because I spend it whenever I can. I may collect piles of Gold in the advanced part of the game, but if I am strong enough will I take the time to visit the City and spend my Gold, or will I head for the Crown? That's an interesting option for late mid-game.
Highland may make the difference with gem Trinkets and give an early boost to some Characters, but you have to venture there as soon as possible, hoping to draw Diamonds instead of Cloud Dragons. Leprechaun will be able to get some goodies early on, abusing his Woods ability.
The Bounties are not so easy to get and claim as it seems. You have to land on the City gate to take a Bounty card and you have to land there again to claim the Gold. Considering that movement in the City goes only clockwise, without a teleport Spell or Objevt you have to make the whole circle of the Street Area to try to land there. You'd better exit to the Outer Region and try to land from there, but still it can be frustrating if you don't have movement add-ons (Walking Stick, Gilded Compass, Witch's Broom or the like).
The_Warlock said:
The Bounties are not so easy to get and claim as it seems. You have to land on the City gate to take a Bounty card and you have to land there again to claim the Gold. Considering that movement in the City goes only clockwise, without a teleport Spell or Objevt you have to make the whole circle of the Street Area to try to land there. You'd better exit to the Outer Region and try to land from there, but still it can be frustrating if you don't have movement add-ons (Walking Stick, Gilded Compass, Witch's Broom or the like).
City rules state: "If a character buys a Wanted Poster, he may claim the bounty any time during his turn." This is the easier way to claim bounty without landing on City gate. But you can also land there and claim bounty for free (without taking Wanted Poster).
Croonos said:
The_Warlock said:
The Bounties are not so easy to get and claim as it seems. You have to land on the City gate to take a Bounty card and you have to land there again to claim the Gold. Considering that movement in the City goes only clockwise, without a teleport Spell or Objevt you have to make the whole circle of the Street Area to try to land there. You'd better exit to the Outer Region and try to land from there, but still it can be frustrating if you don't have movement add-ons (Walking Stick, Gilded Compass, Witch's Broom or the like).
City rules state: "If a character buys a Wanted Poster, he may claim the bounty any time during his turn." This is the easier way to claim bounty without landing on City gate. But you can also land there and claim bounty for free (without taking Wanted Poster).
Right, I missed the line where you can claim the bounty at any time if you bought the Poster. You have to land on the City Gate only once to claim a bounty, either to buy a Wanted Poster or to claim the bounty on a faceup Wanted Poster.
Velhart said:
The_Warlock said:
I don't know if everybody realized that buying a Great Axe is a matter of money, while buying Followers is a matter of money and luck. You don't buy pets, you pay Gold to draw a Pet card. This means you might need a lot of Gold to cycle the deck and find Luna the Owl. It would be nice if the deck was balanced mixing powerful and less powerful Followers, but they all look game-breaking so far (Glitter, Luna, Singe, Wart, Whiskers and Fang from a sneak peek).
The City answers brilliantly to one of the few unanswered issues in Talisman: how to spend Gold.
I don't know what they will be adding with the next board expansion, though.
You are right. I completely forgot that you must draw the pet card….
I think we should be happy about that.
But if i have enough money, then it don´t hurt to go to the pet shop to increase your chances.
Now that we know that the Street Area of the City is a one-way circle, it makes the Pet deck cycling a lot more difficult!
There are 12 Pets and you have to be really lucky to get the Pet you want in 3-4 draws (which costs by the way 2+3+4+5=14 Gold!). In addition to that, you can't repeat the visit to the Menagerie at will, you have to make a whole circle around the Street Area to visit the shop another time.
I think this justifies the powerful Items that you can get in the City.
The_Warlock said:
Nidhögg said:
The Armoury Weapons looks very OP. Hey, I want to be the Warrior with two Flails ![]()
They are.
I don't think wielding two Flails will make the Warrior roll 4 dice, as the card says "roll 2 dice in battle and add them together". It will also conflict with the Warrior's ability to roll 2 dice and choose one, in a way that I'm not sure how to resolve.
Yeah, well you get my point. The Items are indeed very powerful at quite a low price.
The good thing is that you can't shop at the same place two rounds in a row, so you have to take another walk around the City to get to the store again.
I have seen the rules book and the city purchase cards that are available.
I thought that the battle axe was the most powerful weapon in the game, but the flail weapon beats the battle axe right away..
Rolling 2 dice in battle, and adding them together… o my god.
On top of that, if you roll doubles then the opponent can´t roll for his attack roll haha.
This is a must buy for me!
It´s only 5 gold, while the battle axe is 4 gold.. hmm
If you combine the flail with a bow, 6 then you can do a lot of damage.
The bow from talisman third edition has returned! They have used the same idea, but they have made it better than the old version! ![]()
Velhart said:
I have seen the rules book and the city purchase cards that are available.
I thought that the battle axe was the most powerful weapon in the game, but the flail weapon beats the battle axe right away..
Rolling 2 dice in battle, and adding them together… o my god.
On top of that, if you roll doubles then the opponent can´t roll for his attack roll haha.
Looks like we need some stronger enemies in our future Talisman games ![]()
Nidhögg said:
Looks like we need some stronger enemies in our future Talisman games ![]()
Questions so far:
What happens when its flail on flail? Attacker rolls doubles. What happens if the defender does too? Or what if fate is used by the defender in the attack roll and it results in doubles?
Is Warrior will need some clarrifications in terms of how some of these weapons interact. Can you use two flails? Seems reducndent. Obviously the great axe and the flail are a powerful combo…
Bolithio said:
Questions so far:
What happens when its flail on flail? Attacker rolls doubles. What happens if the defender does too? Or what if fate is used by the defender in the attack roll and it results in doubles?
If the attacker with a flail rolls doubles, then the defender can't roll for his attack.
Really? I though character vs character combat was simultanious. Both players roll, the attacker decides if he wishes to use fate, then the defender decides if he uses fate… then the results are compared. Isnt that what the rules say?
Velhart said:
Bolithio said:
Questions so far:
What happens when its flail on flail? Attacker rolls doubles. What happens if the defender does too? Or what if fate is used by the defender in the attack roll and it results in doubles?
If the attacker with a flail rolls doubles, then the defender can't roll for his attack.
No, the Flail is worded differently. If you roll doubles, then the defender cannot add his attack roll to his attack score.
When combat takes place between character and creature, the character is considered to be the attacker. When combat involves two characters with a Flail, the character initiating combat takes precedence over the character that's being attacked. If the attacker rolls doubles, the defender cannot add his attack roll. In any case, the defender cannot use the Flail secondary ability.
The concept of attacker and defender exists since Talisman base set. Characters that can initiate psychic combat instead of battle, can do this only when they attack and not when they're attacked by another character.
Warlock said: "When combat involves two characters with a Flail, the character initiating combat takes precedence over the character that's being attacked."
Sorry if Im missing something, but I dont see where that logic comes from. The flail says "you may add two dice during battle and add them together to determine your attack roll."
It doesn’t say: "when making an attack"…
From the rules on page 11 (emphasis added):
3. Determine Attack Rolls
Both characters then roll a die to determine their attack
roll. Once both attack rolls have been made, the attacking
character must choose first whether to pay fate to reroll.
Once he has chosen, the defending character has the same
option. No matter what the defender chooses, though, an
attacking player who decided not to spend fate when he
had the opportunity may not change his mind after the
defender has made his own choice.
4. Compare Attack Scores
Once the option to spend fate has been addressed, the attacking
character’s attack score is determined as in battles
against creatures and Enemies. The defender’s attack score
is determined the same way as the attacker’s score.
The_Warlock said:
Velhart said:
Bolithio said:
Questions so far:
What happens when its flail on flail? Attacker rolls doubles. What happens if the defender does too? Or what if fate is used by the defender in the attack roll and it results in doubles?
If the attacker with a flail rolls doubles, then the defender can't roll for his attack.
No, the Flail is worded differently. If you roll doubles, then the defender cannot add his attack roll to his attack score.
When combat takes place between character and creature, the character is considered to be the attacker. When combat involves two characters with a Flail, the character initiating combat takes precedence over the character that's being attacked. If the attacker rolls doubles, the defender cannot add his attack roll. In any case, the defender cannot use the Flail secondary ability.
The concept of attacker and defender exists since Talisman base set. Characters that can initiate psychic combat instead of battle, can do this only when they attack and not when they're attacked by another character.
This is what i mean.
The character who makes the first attack with a flail, and rolls doubles, then the defender can´t roll a die for his attack.roll.
The defender can only win if his own strenght + followers, objects etc is higher than the attacker.
You guys realize there is probably only one flail and one battle axe in the armory deck, right? It would be silly to have two flails in the game, just for all these rules questions alone. For the warrior using a Flail I imagine he will roll two dice and get to re-roll one of them, improving his odds of a double roll, but it will otherwise work the same as any other attack roll and weapon he uses. The flail just sort of overwrites his ability to use two dice, he just gets to add both rolls to the result and re-roll one of them if he wants, I imagine.
Bolithio said:
Warlock said: "When combat involves two characters with a Flail, the character initiating combat takes precedence over the character that's being attacked."
Sorry if Im missing something, but I dont see where that logic comes from. The flail says "you may add two dice during battle and add them together to determine your attack roll."
It doesn’t say: "when making an attack"…
From the rules on page 11 (emphasis added):
3. Determine Attack Rolls
Both characters then roll a die to determine their attack
roll. Once both attack rolls have been made, the attacking
character must choose first whether to pay fate to reroll.
Once he has chosen, the defending character has the same
option. No matter what the defender chooses, though, an
attacking player who decided not to spend fate when he
had the opportunity may not change his mind after the
defender has made his own choice.
4. Compare Attack Scores
Once the option to spend fate has been addressed, the attacking
character’s attack score is determined as in battles
against creatures and Enemies. The defender’s attack score
is determined the same way as the attacker’s score.
My logic comes from Velhart's quoting of the Flail text, which was totally incorrect (sorry Velhart, it's not your fault. I should have checked before making my conclusions above). I agree that I wrote complete nonsense up there.
The Flail says:
"You may roll 2 dice in battle and add them together to determine your attack roll. If you roll doubles, your opponent cannot add his attack roll to his attack score".
There's no attacker and defender here. So, both characters with Flail roll 2 dice and if BOTH roll doubles, nobody adds his attack roll to his attack score. The one with higher Strength+Strength bonuses wins.
veryangrydwarf said:
You guys realize there is probably only one flail and one battle axe in the armory deck, right? It would be silly to have two flails in the game, just for all these rules questions alone. For the warrior using a Flail I imagine he will roll two dice and get to re-roll one of them, improving his odds of a double roll, but it will otherwise work the same as any other attack roll and weapon he uses. The flail just sort of overwrites his ability to use two dice, he just gets to add both rolls to the result and re-roll one of them if he wants, I imagine.
We can't be sure of this, there are 12 Armoury Cards and this could mean 2 copies of each, or 3 of the lesser ones and only 1 copy of the best ones. We will see.
There's no attacker and defender here. So, both characters with Flail roll 2 dice and if BOTH roll doubles, nobody adds his attack roll to his attack score. The one with higher Strength+Strength bonuses wins.
Obviously having some fate will make that encounter interesting!
The_Warlock said:
My logic comes from Velhart's quoting of the Flail text, which was totally incorrect (sorry Velhart, it's not your fault. I should have checked before making my conclusions above). I agree that I wrote complete nonsense up there.
The Flail says:
"You may roll 2 dice in battle and add them together to determine your attack roll. If you roll doubles, your opponent cannot add his attack roll to his attack score".
There's no attacker and defender here. So, both characters with Flail roll 2 dice and if BOTH roll doubles, nobody adds his attack roll to his attack score. The one with higher Strength+Strength bonuses wins.
But if we read the card, then it´s logical that the character who makes his attack first, has a chance to roll doubles, which mean that the other character can´t make his attack roll.
Velhart said:
But if we read the card, then it´s logical that the character who makes his attack first, has a chance to roll doubles, which mean that the other character can´t make his attack roll.
Velhart, look at the Flail text again. The Flail doesn't read "if you roll doubles your opponent cannot make his attack roll", it reads "if you roll doubles your opponent cannot ADD his attack roll to his attack score".
Right so attacker rolls doubles and defender does not. The defender can spend fate to roll a die, and let say the re-roll makes doubles. That would mean both players do not add the die rolls to thier attacks scores.
The_Warlock said:
Velhart said:
But if we read the card, then it´s logical that the character who makes his attack first, has a chance to roll doubles, which mean that the other character can´t make his attack roll.
Velhart, look at the Flail text again. The Flail doesn't read "if you roll doubles your opponent cannot make his attack roll", it reads "if you roll doubles your opponent cannot ADD his attack roll to his attack score".
Yeah oke, but i was thinking that if the opponent cannot add the attack roll to his attack score, then you don´t have to roll it.
Ah, but if he has a flail too, then he can try to roll doubles of course. even if he knows that his chance is very low.
Hi i am new here and this is my 1st post, yay! ![]()
I can't wait to add The City it to my Talisman Collection. As for the vast amount of gold to be collected i have ordered 6 yellow D20 dice to better count current gold total and help with the 20 gold alternate ending. ![]()
I also came with some house rules for the Great Sword, Battle Axe and Full Plate to balance them a bit and make them feel more realistic in a RPG way:
Great Sword/Battle Axe – These objects are considered dual handed weapons (you can’t use a shield if you have them) and count as 2 objects to Warrior’s ability.
Heavy Objects – Full plate, Great Sword & Battle axe each count as 2 objects to the character’s carrying limit.
Yokoz said:
Hi i am new here and this is my 1st post, yay! ![]()
I can't wait to add The City it to my Talisman Collection. As for the vast amount of gold to be collected i have ordered 6 yellow D20 dice to better count current gold total and help with the 20 gold alternate ending. ![]()
I also came with some house rules for the Great Sword, Battle Axe and Full Plate to balance them a bit and make them feel more realistic in a RPG way:
Great Sword/Battle Axe – These objects are considered dual handed weapons (you can’t use a shield if you have them) and count as 2 objects to Warrior’s ability.
Heavy Objects – Full plate, Great Sword & Battle axe each count as 2 objects to the character’s carrying limit.
I don't believe that they are overpowered!!!
Ell.